Introduction: How European Players Captured the Computer and Created the Scenes

Playfulness was at the heart of how European players appropriated microcomputers in the last quarter of the twentieth century. Although gaming has been important for computer development, that is not the subject of Hacking Europe. Our book’s main focus is the playfulness of hacker culture. The essay...

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Published inHacking Europe pp. 1 - 22
Main Authors Alberts, Gerard, Oldenziel, Ruth
Format Book Chapter
LanguageEnglish
Published United Kingdom Springer London, Limited 2014
Springer London
SeriesHistory of Computing
Subjects
Online AccessGet full text
ISBN1447154924
9781447154921
ISSN2190-6831
2190-684X
DOI10.1007/978-1-4471-5493-8_1

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Abstract Playfulness was at the heart of how European players appropriated microcomputers in the last quarter of the twentieth century. Although gaming has been important for computer development, that is not the subject of Hacking Europe. Our book’s main focus is the playfulness of hacker culture. The essays argue that no matter how detailed or unfinished the design projecting the use of computers, users playfully assigned their own meanings to the machines in unexpected ways. Chopping games in Warsaw, hacking software in Athens, creating chaos in Hamburg, producing demos in Turku, or partying with computing in Zagreb and Amsterdam—wherever computers came with specific meanings that designers had attached to them—local communities throughout Europe found them technically fascinating, culturally inspiring, and politically motivating machines. They began tinkering with the new technology with boundless enthusiasm and helped revolutionize the use and meaning of computers by incorporating them into people’s daily lives. As tinkerers, hackers appropriated the machine and created a new culture around it. Perhaps best known and most visible were the hacker cultures that toyed with the meaning of ownership in the domain of information technology. In several parts of Europe, hackers created a counterculture akin to the squatter movement that challenged individual ownership, demanded equal access, and celebrated shared use of the new technological potential. The German Chaos Computer Club best embodied the European version of the political fusion of the counterculture movement and the love of technology. Linguistically, in Dutch, the slang word “kraken,” the term used for both hacking and squatting, pointedly expressed such creative fusion that is the subject of this book.
AbstractList Playfulness was at the heart of how European players appropriated microcomputers in the last quarter of the twentieth century. Although gaming has been important for computer development, that is not the subject of Hacking Europe. Our book’s main focus is the playfulness of hacker culture. The essays argue that no matter how detailed or unfinished the design projecting the use of computers, users playfully assigned their own meanings to the machines in unexpected ways. Chopping games in Warsaw, hacking software in Athens, creating chaos in Hamburg, producing demos in Turku, or partying with computing in Zagreb and Amsterdam—wherever computers came with specific meanings that designers had attached to them—local communities throughout Europe found them technically fascinating, culturally inspiring, and politically motivating machines. They began tinkering with the new technology with boundless enthusiasm and helped revolutionize the use and meaning of computers by incorporating them into people’s daily lives. As tinkerers, hackers appropriated the machine and created a new culture around it. Perhaps best known and most visible were the hacker cultures that toyed with the meaning of ownership in the domain of information technology. In several parts of Europe, hackers created a counterculture akin to the squatter movement that challenged individual ownership, demanded equal access, and celebrated shared use of the new technological potential. The German Chaos Computer Club best embodied the European version of the political fusion of the counterculture movement and the love of technology. Linguistically, in Dutch, the slang word “kraken,” the term used for both hacking and squatting, pointedly expressed such creative fusion that is the subject of this book.
Author Alberts, Gerard
Oldenziel, Ruth
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PublicationSeriesTitle History of Computing
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PublicationTitle Hacking Europe
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Snippet Playfulness was at the heart of how European players appropriated microcomputers in the last quarter of the twentieth century. Although gaming has been...
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SubjectTerms Computer User
COMPUTING AND INFORMATION TECHNOLOGY
Cultural Script
Digital City
Ethical & social aspects of computing
Iron Curtain
Personal computers
Personal Computing
Title Introduction: How European Players Captured the Computer and Created the Scenes
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