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Autor(en): 
  • Ignasi Meda-Calvet
  • Playing with Home Computers: How Anonymous Computer Users Shaped the Computer and Video Game Scenes in Spain 
     

    (Buch)
    Dieser Artikel gilt, aufgrund seiner Grösse, beim Versand als 3 Artikel!


    Übersicht

    Auf mobile öffnen
     
    Lieferstatus:   Vorankündigung
    Veröffentlichung:  ANGEKÜNDIGT (November 2026)  
    Genre:  Geschichte / Politik / Kultur 
     
    COM012040 COMPUTERS / Programming / Games / computer literacy / DIY / European History / Geschichte / Heimcomputer / HIS000000 HISTORY / General / HIS010000 HISTORY / Europe / General
    ISBN:  9783110751901 
    EAN-Code: 
    9783110751901 
    Verlag:  De Gruyter 
    Einband:  Gebunden  
    Sprache:  English  
    Dimensionen:  H 230 mm / B 155 mm / D  
    Seiten:  230 
    Illustration:  10 b/w ill., schwarz-weiss Illustrationen 
    Bewertung: Keine Bewertung vor Veröffentlichung möglich.
    Inhalt:
    Until now, one of the most popularly shared views about the origins of the video game industry was that video games started out as American and Japanese commodities which were subsequently exported to other countries, thus creating a powerful global industry.

    The aim of this book is to break with this misconception that has traditionally reproduced a scenario in which most of the countries were limited to just importing and using the technology as it came. In Spain, as well as in other European countries, computer usage and video games were collectively co-produced, actively reshaped, appropriated and circulated with the participation of profiles of people as diverse as politicians, entrepreneurs, businessmen, engineers, programmers, coders, and also kids playing with their first computers. By taking into account such a wide variety of actors, this book reveals an initially and unexpected active agency usually overshadowed by the stories of great inventors and companies.

    Given the access and the possibility to tinker and experiment what could be done with the first computers, this book shows how some of these early users and enthusiasts started circulating certain kinds of knowledge and practices that did not fit in with the utilitarian uses of computers and that, eventually fostered the development of the video game and home computer scenes.

      



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