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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.
Klaus Nathaus and C. Clayton Childress convincingly argue that cultural and symbolic objects are produced before they are consumed and that therefore cultural historians should take a closer look at the social and economic conditions of cultural production. Instead of taking it for granted that mass reception inversely indicates the existence of a demand already ‘being there’, historians should dig into the production processes influenced (among others) by individual taste, material interest, and arbitrary decisions – or, as Nathaus, Childress and the often cited Richard A. Peterson would call it – contingency. While most of Nathaus and Childress’s examples stem from the field of music, I will in my response apply the cultural production concept to a non-musical field, namely documentary photography in the first half of the twentieth century. Further, I will raise some questions that still seem to be unanswered. Given that the causal relation between production and consumption by and large equals the chicken and egg problem, what sense does it make to shift attention from reception to production – especially when dealing with modifications of objects, commodities, or genres rather than inventions in the sense of ‘there was nothing like this before’? I will suggest to extend the concept beyond the study of ‘classical’ cultural objects – like novels or records – and to include commodities like food, clothes, or cars. Finally, I will raise the question of how to apply the production of culture perspective to socialist economies after 1945, which to my knowledge has not been tried yet.
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.