Adopting an Orphaned Platform: The Second Life of the Sharp MZ-800 in Czechoslovakia
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F22%3A10435098" target="_blank" >RIV/00216208:11230/22:10435098 - isvavai.cz</a>
Výsledek na webu
<a href="https://doi.org/10.2307/j.ctv24650dc.8" target="_blank" >https://doi.org/10.2307/j.ctv24650dc.8</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.2307/j.ctv24650dc.8" target="_blank" >10.2307/j.ctv24650dc.8</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Adopting an Orphaned Platform: The Second Life of the Sharp MZ-800 in Czechoslovakia
Popis výsledku v původním jazyce
Based on oral history interviews, archival material, and paratextual analysis, the chapter chronicles the second life of the Japanese Sharp MZ-800 8-bit computer in late 1980s and early 1990s Czechoslovakia and investigates the practices and meanings that emerged around this machine in the local do-it-yourself community. Despite its incompatibility with major platforms at the time and its relative obscurity in the rest of the world, Czechoslovak users made it into a formidable gaming machine by producing around 200 ports of existing games and dozens of original titles. The chapter uses this case to argue that despite the deepening globalization, 1980s Europe was a loosely interconnected patchwork of distinctly local markets and user communities that adopted (mostly) foreign technologies and adapted them to their own needs and ambitions.
Název v anglickém jazyce
Adopting an Orphaned Platform: The Second Life of the Sharp MZ-800 in Czechoslovakia
Popis výsledku anglicky
Based on oral history interviews, archival material, and paratextual analysis, the chapter chronicles the second life of the Japanese Sharp MZ-800 8-bit computer in late 1980s and early 1990s Czechoslovakia and investigates the practices and meanings that emerged around this machine in the local do-it-yourself community. Despite its incompatibility with major platforms at the time and its relative obscurity in the rest of the world, Czechoslovak users made it into a formidable gaming machine by producing around 200 ports of existing games and dozens of original titles. The chapter uses this case to argue that despite the deepening globalization, 1980s Europe was a loosely interconnected patchwork of distinctly local markets and user communities that adopted (mostly) foreign technologies and adapted them to their own needs and ambitions.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
—
OECD FORD obor
50802 - Media and socio-cultural communication
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Perspectives on the European videogame
ISBN
978-94-6372-622-1
Počet stran výsledku
20
Strana od-do
91-110
Počet stran knihy
236
Název nakladatele
Amsterdam University Press
Místo vydání
Amsterdam
Kód UT WoS kapitoly
—