Kultur
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By the late 1970s, it was technologically possible to manufacture microcomputers – very small, stand-alone computers for personal use – in very large quantities. Selling them, however, meant creating a mass market where none existed: conventionally, only trained professionals, and a few devoted enthusiasts, interacted directly with the machines. Designers, marketers, retailers and other promoters therefore sought to build meanings into the design and presentation of computers which would connect them with new audiences. Such meanings reflected – and might themselves modify – the prevalent hopes, fears, desires and expectations of the users’ cultures.
Beyond Nostalgia and the Prison of English. Positioning Japan in a Global History of Emotions
(2021)
This article interrogates the history of emotions at a pivotal moment in its growth as a discipline. It does so by bringing into conversation the ways in which scholars in Japan have approached ›nostalgia‹ (and emotions more broadly) as an object of study with concepts, theories, and methods prioritised by a predominantly Eurocentric field. It argues that Anglocentric notions of nostalgia as conceptual frameworks often neglect the particularisms that underlie the way that the Japanese language communicates and operationalizes cultural norms and codes of feeling. It also examines the aisthetic work of musicologist Tsugami Eisuke to help understand historical and psychological distinctions between ›nostalgia‹ and Japanese ideas of temporal ›longing‹, working towards a global history of emotions that meaningfully embraces multilateral and multi-lingual interaction. This article thus argues for a more nuanced way of discussing nostalgia cross-culturally, transcending dominant approaches in the field which are often grounded in a specifically Euro-Western experience but claim universal reach.
In the 1980s, when computers became affordable for private households, a hacker or cracking scene, which was the term used by members of this subculture, developed in several western and northwestern European countries. These (almost exclusively male) groups of adolescents ‘cracked’, copied and exchanged computer games. On the basis of magazines and published interviews with former members of this scene, this article shows how cracking became an important current in the broad spectrum of teenage subculture – with specific ethical codes and rituals of masculinity. Its members were by no means lone specialists who eschewed contact with the outside world, but rather developed their own forms of community and communication. This scene did not construe itself as a political counter-culture; it was rather part of the diversifying popular and consumer culture of the 1980s. In the early 1990s, when law enforcing agencies began to prosecute software piracy more resolutely, this computer subculture began to fade. However, it lived on in the field of computer graphics, in electronic music and in the growing IT sector.