WarGames and the Refamiliarization of the Hacker

Christian Mehrstam
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Abstract

John Badham's cult film WarGames (1983) is widely recognized as one of the most influential narratives shaping the popular image of the hacker. Research and critiques are, however, conflicted regarding what that influence is. Some see it as troubling and countercultural, others as light-hearted and conservative. Little attention has been given to the fact that WarGames is a convergent narrative working across multiple media. In a study of David Bischoff's eponymous tie-in novel, this article reveals a composite genre vehicle focused on the new kind of kid rather than the new technology. The protagonist is presented as an outsider by means of literary science fiction devices, only to be made more “normal” and recognizable as part of the school story, love story, and thriller. This refamiliarization gives WarGames a conservative potential, less evident but still present in the film. While it cannot completely neutralize the countercultural character of the hacker gestalt, it seeks to affect the audience's interpretation of WarGames as a media ensemble. The article's result brings nuance to the conflicted assessments of WarGames and contributes to the understanding of the narrative's influence on digital youth discourse at the peak of the personal computer revolution.
战争游戏和黑客的再熟悉
约翰·巴德姆的邪典电影《战争游戏》(1983)被广泛认为是塑造黑客形象最具影响力的故事之一。然而,关于这种影响是什么,研究和批评意见是矛盾的。一些人认为它令人不安,是反文化的,另一些人则认为它轻松而保守。很少有人注意到WarGames是跨多种媒体的融合叙事。在对大卫·比肖夫同名小说的研究中,这篇文章揭示了一种复合类型的载体,它关注的是新一代的孩子,而不是新技术。通过文学科幻手法,主人公被塑造成一个局外人的形象,只是为了将其作为学校故事、爱情故事和惊悚故事的一部分而变得更加“正常”和可识别。这种重新熟悉赋予了《战争游戏》一种保守的潜力,虽然不那么明显,但在电影中仍然存在。虽然它不能完全消除黑客格式塔的反文化特征,但它试图影响观众对《战争游戏》作为媒体整体的理解。这篇文章的结果为对《战争游戏》的相互矛盾的评估带来了细微的差别,并有助于理解在个人电脑革命的顶峰时期,这种叙事对数字青年话语的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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