{"title":"游戏铁幕:在共产主义捷克斯洛伐克制作、玩和复制电脑游戏","authors":"Jaroslav Švelch","doi":"10.1145/3450337.3486937","DOIUrl":null,"url":null,"abstract":"Based on Švelch’s recent book Gaming the Iron Curtain, this talk will show how computer hobbyists in Cold War era Czechoslovakia challenged the power of the oppressive political regime and harnessed early microcomputer technology for both entertainment and activism. In the 1970s and 1980s, Czechoslovak authorities treated computer and information technologies as an industrial resource rather than a social or cultural phenomenon. While dismissing the importance of home computing and digital entertainment, they sponsored paramilitary computer clubs whose ostensible goal was to train expert cadres for the army and the centrally planned economy. But these clubs soon became a largely apolitical, interconnected enthusiast network, where two forms of tactical resistance could be identified. First, the clubs offered an alternative spaces of communal hobby activity, partially independent of the oppression experienced at work or at school The club members’ ambitious DIY projects often substituted for the deficiencies of the state-controlled computer industry. Hobbyists not only built joysticks and programmed games, but also introduced new standards for data storage and ran large-scale bottom-up education programs. Second, especially in the late 1980s, local authors started making games that were openly subversive. Several anti-regime text adventure games were made in 1988 and 1989, including The Adventures of Indiana Jones on Wenceslas Square, January 16, 1989, which pitted the iconic Western hero against riot police during an anti-regime demonstration. These games rank among the world’s earliest examples of activist computer games.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia\",\"authors\":\"Jaroslav Švelch\",\"doi\":\"10.1145/3450337.3486937\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Based on Švelch’s recent book Gaming the Iron Curtain, this talk will show how computer hobbyists in Cold War era Czechoslovakia challenged the power of the oppressive political regime and harnessed early microcomputer technology for both entertainment and activism. In the 1970s and 1980s, Czechoslovak authorities treated computer and information technologies as an industrial resource rather than a social or cultural phenomenon. While dismissing the importance of home computing and digital entertainment, they sponsored paramilitary computer clubs whose ostensible goal was to train expert cadres for the army and the centrally planned economy. But these clubs soon became a largely apolitical, interconnected enthusiast network, where two forms of tactical resistance could be identified. First, the clubs offered an alternative spaces of communal hobby activity, partially independent of the oppression experienced at work or at school The club members’ ambitious DIY projects often substituted for the deficiencies of the state-controlled computer industry. Hobbyists not only built joysticks and programmed games, but also introduced new standards for data storage and ran large-scale bottom-up education programs. Second, especially in the late 1980s, local authors started making games that were openly subversive. Several anti-regime text adventure games were made in 1988 and 1989, including The Adventures of Indiana Jones on Wenceslas Square, January 16, 1989, which pitted the iconic Western hero against riot police during an anti-regime demonstration. These games rank among the world’s earliest examples of activist computer games.\",\"PeriodicalId\":427412,\"journal\":{\"name\":\"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3450337.3486937\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450337.3486937","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
摘要
根据Švelch的新书《游戏铁幕》(Gaming the Iron Curtain),本演讲将展示冷战时期捷克斯洛伐克的电脑爱好者如何挑战压迫性政治政权的权力,并利用早期的微型电脑技术进行娱乐和行动。在20世纪70年代和80年代,捷克斯洛伐克当局将计算机和信息技术视为一种工业资源,而不是一种社会或文化现象。他们无视家庭电脑和数字娱乐的重要性,却赞助准军事电脑俱乐部,其表面目标是为军队和中央计划经济培养专业干部。但这些俱乐部很快就变成了一个基本上与政治无关、相互联系的爱好者网络,在那里可以发现两种形式的战术抵抗。首先,俱乐部提供了另一种公共爱好活动的空间,部分地独立于工作或学校所经历的压迫。俱乐部成员雄心勃勃的DIY项目经常取代国家控制的计算机工业的不足。爱好者们不仅制作操纵杆和编程游戏,还引入了新的数据存储标准,并开展了大规模的自下而上的教育项目。其次,特别是在20世纪80年代末,本地作者开始制作公开颠覆性的游戏。1988年和1989年出现了几款反政府文本冒险游戏,包括1989年1月16日《瓦茨拉夫广场上的印第安纳琼斯历险记》(The Adventures of Indiana Jones on Wenceslas Square),这款游戏让标志性的西方英雄在反政府示威中对抗防暴警察。这些游戏是世界上最早的激进电脑游戏之一。
Gaming the Iron Curtain: Making, Playing, and Copying Computer Games in Communist Czechoslovakia
Based on Švelch’s recent book Gaming the Iron Curtain, this talk will show how computer hobbyists in Cold War era Czechoslovakia challenged the power of the oppressive political regime and harnessed early microcomputer technology for both entertainment and activism. In the 1970s and 1980s, Czechoslovak authorities treated computer and information technologies as an industrial resource rather than a social or cultural phenomenon. While dismissing the importance of home computing and digital entertainment, they sponsored paramilitary computer clubs whose ostensible goal was to train expert cadres for the army and the centrally planned economy. But these clubs soon became a largely apolitical, interconnected enthusiast network, where two forms of tactical resistance could be identified. First, the clubs offered an alternative spaces of communal hobby activity, partially independent of the oppression experienced at work or at school The club members’ ambitious DIY projects often substituted for the deficiencies of the state-controlled computer industry. Hobbyists not only built joysticks and programmed games, but also introduced new standards for data storage and ran large-scale bottom-up education programs. Second, especially in the late 1980s, local authors started making games that were openly subversive. Several anti-regime text adventure games were made in 1988 and 1989, including The Adventures of Indiana Jones on Wenceslas Square, January 16, 1989, which pitted the iconic Western hero against riot police during an anti-regime demonstration. These games rank among the world’s earliest examples of activist computer games.