2009
DOI: 10.1109/mahc.2009.53
|View full text |Cite
|
Sign up to set email alerts
|

Videogames in Computer Space: The Complex History of Pong

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0
6

Year Published

2012
2012
2024
2024

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 74 publications
(16 citation statements)
references
References 3 publications
0
6
0
6
Order By: Relevance
“…That might enhance things … like the richness and rigor of spontaneous creation and of human interaction … of sentient interaction." (Brand 1972: 50) Although a closer inspection suggests that Spacewar!, given its development from 1961 onwards on university computing equipment donated mainly by major corporations and its later adoption by the video arcade industry (Lowood 2009), can hardly be considered a typical example of a product developed in a hacker scene fully detached from the commercial market, by 1972 Brand already had recognized the potential for shifting WEC concepts of socio-economic decentralization and individual empowerment through access to technological knowledge to the world of intangible information networks, which in the 1990s came to be referred to as "cyberspace. "…”
Section: The Computer Counterculture and The Free Software Movementmentioning
confidence: 99%
“…That might enhance things … like the richness and rigor of spontaneous creation and of human interaction … of sentient interaction." (Brand 1972: 50) Although a closer inspection suggests that Spacewar!, given its development from 1961 onwards on university computing equipment donated mainly by major corporations and its later adoption by the video arcade industry (Lowood 2009), can hardly be considered a typical example of a product developed in a hacker scene fully detached from the commercial market, by 1972 Brand already had recognized the potential for shifting WEC concepts of socio-economic decentralization and individual empowerment through access to technological knowledge to the world of intangible information networks, which in the 1990s came to be referred to as "cyberspace. "…”
Section: The Computer Counterculture and The Free Software Movementmentioning
confidence: 99%
“…For example, the Unix operating system, co-developed at universities, was commodified by AT&T from 1983 on-as soon as permitted under antitrust law (Holtgrewe & Werle 2001). Or, the computer game Spacewar!, programmed by students from the Massachusetts Institute of Technology (MIT) in 1961/1962, was utilized as the basis of numerous commercial video arcade machines of the 1970s and 1980s (Lowood 2009). …”
Section: Free Software As Utopiamentioning
confidence: 99%
“…Après une première période où concepteurs et utilisateurs se confondent, le jeu vidéo devient un produit commercial et rencontre le succès en 1972 avec Pong de Nolan Bushnell (Lowood, 2009). Les espaces de la pratique sont déjà circonscrits : le jeu vidéo pénètre, dans la lignée des jeux pour adolescents, dans les salles d'arcade aux côtés des Air Hockeys et autres billards électroniques, ou dans le salon familial, grâce à la télévision comme support graphique avec les consoles.…”
Section: Un Lien Vers Le Passéunclassified