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Gaming the Iron Curtain
How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games
Taschenbuch von Jaroslav Svelch
Sprache: Englisch

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Beschreibung
"Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also "gaming" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc"--
"Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also "gaming" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc"--
Über den Autor
Jaroslav Švelch is Assistant Professor in the Department of Media Studies at Charles University, Prague, and Lecturer in the Department of Game Design at the Film and TV School of Academy of Performing Arts in Prague. He is the author of Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games.
Inhaltsverzeichnis
Series Foreword xi
Preface xiii
Acknowledgments xvii
A Note on Translations and Pronunciation xix
Introduction xxi
1 Micros in the Margins: Computer Technology in the State Socialist Society 1
Toward Normalization 3
Beyond the Quiet Life 5
A Revolution That Was Normalized 9
The State of the Computer Industry 12
Electronization Programs of the 1980s 15
Men, Women, and Machines 18
Side Roads to Micros 21
Who Needs a Home Computer? 27
Farm Computers and the Courageous Clone 31
2 Hunting Down the Machine: Trajectories of Microcomputer Domestication 35
A Machine That Obeys 39
Wandering Programmers 42
Spectacle from the West 45
Importing the Standard 47
The Shiny Side of Retail 50
A Room of Its Own 53
3 Our Amateur Can Work Miracles: Infrastructures of Hobby Computing 63
Cybernetics for Youth 66
Repurposing the Paramilitary 71
Activist Meshworks 74
Tolerating the Man’s World 77
Build Your Own Peripherals 81
Amateur Entrepreneurs 85
Starting a Computer Fanzine 87
Samizdat Research Institute 90
4 Who’s Afraid of Gameplay? Czechoslovak Discourses on Computer Games 99
Playing with Computers 102
Forbidden Pleasures 104
Bringing Games under Control 109
Computer Game Advocates 112
The Appreciation of Tomahawk 116
5 Lighting Up the Shadows: Informal Distribution of Game Software 123
From Yugoslavia with Cracks 126
The Unregulated (Non)medium 133
Lightning-Fast Sneakernet 135
Homemade Tape Culture 139
(Mis)understanding Games 143
A Cottage Arcade Industry 147
6 Bastard Children of the West: Establishing a Domestic Coding Culture 153
Czechoslovak Homebrew Scene 157
Ports and Conversions 164
What Became of Flappy 167
Forging the Shooter 171
Second Lives of Indiana Jones 174
Hacking Games 178
7 Empowered by Games: Games as a Means of Self-Expression and Activism 185
Hello World! 190
Adventure in Your Home 192
Spreading Unofficial Culture 196
Small Subversions 199
A Protest of Sorts 204
Taking to the Streets 206
Conclusion 215
Bricoleurs and Tacticians 218
We Have Always Been Indie 219
Toward Comparative Histories 221
Preserving the Peripheral 223
Epilogue: After the Curtain Fell 227
Computers and Games in Transition 229
A Belated Cottage Industry 232
Homebrew Lives On 234
The Game Industry Today: Adventures, Army, and Automation 235
Where Are They Now? 238
Appendix: Important Dates 241
Glossary 243
Notes 247
Bibliography 315
Index 345
Details
Erscheinungsjahr: 2023
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Spielen & Raten
Medium: Taschenbuch
ISBN-13: 9780262549288
ISBN-10: 026254928X
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Svelch, Jaroslav
Hersteller: MIT Press
Maße: 229 x 152 x 23 mm
Von/Mit: Jaroslav Svelch
Erscheinungsdatum: 19.09.2023
Gewicht: 0,647 kg
Artikel-ID: 127726297
Über den Autor
Jaroslav Švelch is Assistant Professor in the Department of Media Studies at Charles University, Prague, and Lecturer in the Department of Game Design at the Film and TV School of Academy of Performing Arts in Prague. He is the author of Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games.
Inhaltsverzeichnis
Series Foreword xi
Preface xiii
Acknowledgments xvii
A Note on Translations and Pronunciation xix
Introduction xxi
1 Micros in the Margins: Computer Technology in the State Socialist Society 1
Toward Normalization 3
Beyond the Quiet Life 5
A Revolution That Was Normalized 9
The State of the Computer Industry 12
Electronization Programs of the 1980s 15
Men, Women, and Machines 18
Side Roads to Micros 21
Who Needs a Home Computer? 27
Farm Computers and the Courageous Clone 31
2 Hunting Down the Machine: Trajectories of Microcomputer Domestication 35
A Machine That Obeys 39
Wandering Programmers 42
Spectacle from the West 45
Importing the Standard 47
The Shiny Side of Retail 50
A Room of Its Own 53
3 Our Amateur Can Work Miracles: Infrastructures of Hobby Computing 63
Cybernetics for Youth 66
Repurposing the Paramilitary 71
Activist Meshworks 74
Tolerating the Man’s World 77
Build Your Own Peripherals 81
Amateur Entrepreneurs 85
Starting a Computer Fanzine 87
Samizdat Research Institute 90
4 Who’s Afraid of Gameplay? Czechoslovak Discourses on Computer Games 99
Playing with Computers 102
Forbidden Pleasures 104
Bringing Games under Control 109
Computer Game Advocates 112
The Appreciation of Tomahawk 116
5 Lighting Up the Shadows: Informal Distribution of Game Software 123
From Yugoslavia with Cracks 126
The Unregulated (Non)medium 133
Lightning-Fast Sneakernet 135
Homemade Tape Culture 139
(Mis)understanding Games 143
A Cottage Arcade Industry 147
6 Bastard Children of the West: Establishing a Domestic Coding Culture 153
Czechoslovak Homebrew Scene 157
Ports and Conversions 164
What Became of Flappy 167
Forging the Shooter 171
Second Lives of Indiana Jones 174
Hacking Games 178
7 Empowered by Games: Games as a Means of Self-Expression and Activism 185
Hello World! 190
Adventure in Your Home 192
Spreading Unofficial Culture 196
Small Subversions 199
A Protest of Sorts 204
Taking to the Streets 206
Conclusion 215
Bricoleurs and Tacticians 218
We Have Always Been Indie 219
Toward Comparative Histories 221
Preserving the Peripheral 223
Epilogue: After the Curtain Fell 227
Computers and Games in Transition 229
A Belated Cottage Industry 232
Homebrew Lives On 234
The Game Industry Today: Adventures, Army, and Automation 235
Where Are They Now? 238
Appendix: Important Dates 241
Glossary 243
Notes 247
Bibliography 315
Index 345
Details
Erscheinungsjahr: 2023
Produktart: Nachschlagewerke
Rubrik: Hobby & Freizeit
Thema: Spielen & Raten
Medium: Taschenbuch
ISBN-13: 9780262549288
ISBN-10: 026254928X
Sprache: Englisch
Ausstattung / Beilage: Paperback
Einband: Kartoniert / Broschiert
Autor: Svelch, Jaroslav
Hersteller: MIT Press
Maße: 229 x 152 x 23 mm
Von/Mit: Jaroslav Svelch
Erscheinungsdatum: 19.09.2023
Gewicht: 0,647 kg
Artikel-ID: 127726297
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