Manic Miners of the World, Unite! How the British Hit Computer Game Got a Second Life in Czechoslovakia
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11230%2F22%3A10443288" target="_blank" >RIV/00216208:11230/22:10443288 - isvavai.cz</a>
Výsledek na webu
<a href="https://doi.org/10.2307/j.ctv2hdrgdd" target="_blank" >https://doi.org/10.2307/j.ctv2hdrgdd</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.2307/j.ctv2hdrgdd" target="_blank" >10.2307/j.ctv2hdrgdd</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Manic Miners of the World, Unite! How the British Hit Computer Game Got a Second Life in Czechoslovakia
Popis výsledku v původním jazyce
This chapter uses the example of the British computer game Manic Miner to document the improvised flow of software from the West to the Soviet bloc, and its appropriation by Czechoslovak players. It builds on oral history interviews with local players and programmers, archival material (mainly computer club newsletters), and preserved software artifacts. The chapter presents a variantology of Manic Miner, using the analysis of differences between individual versions of the game to capture the multiplicity of meanings and pleasures with which it was associated in Czechoslovakia. It shows how that the game's framing changed when it was removed from the context of the UK's booming commercial industry and installed in Czechoslovak computer clubs, whose primary mission was programming education.
Název v anglickém jazyce
Manic Miners of the World, Unite! How the British Hit Computer Game Got a Second Life in Czechoslovakia
Popis výsledku anglicky
This chapter uses the example of the British computer game Manic Miner to document the improvised flow of software from the West to the Soviet bloc, and its appropriation by Czechoslovak players. It builds on oral history interviews with local players and programmers, archival material (mainly computer club newsletters), and preserved software artifacts. The chapter presents a variantology of Manic Miner, using the analysis of differences between individual versions of the game to capture the multiplicity of meanings and pleasures with which it was associated in Czechoslovakia. It shows how that the game's framing changed when it was removed from the context of the UK's booming commercial industry and installed in Czechoslovak computer clubs, whose primary mission was programming education.
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
Remapping Cold War Media: Institutions, Infrastructures, Translations
ISBN
978-0-253-06219-2
Počet stran výsledku
22
Strana od-do
117-138
Počet stran knihy
324
Název nakladatele
Indiana University Press
Místo vydání
Bloomington
Kód UT WoS kapitoly
—