2011
DOI: 10.1109/mahc.2009.66
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Losing Meanings: Computer Games in Dutch Domestic Use, 1975–2000

Abstract: Computer games were originally tools that let programmers demonstrate their craftsmanship, and firms used them to demystify computer operation and lure new individuals and groups. As computers became widespread, use and attitudes of actors toward games changed. With examples from the Netherlands, this article shows how games in domestic use lost their versatile meanings beyond entertainment.Computer games and gaming have reshaped social behavior and Western culture, influencing movies, newspaper articles, TV s… Show more

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Cited by 12 publications
(4 citation statements)
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“…3 It does not follow that simply because games were produced by amateurs, some of them weren't good games. Other scholars have treated the generation of homebrew game content as an early stage in the reception of computers, one that is presumed to have been quickly left behind as people moved on to playing (presumably more sophisticated) commercial games (Veraart 2011). Writing off homebrew games in this fashion misses the sig nificance of the fact that laypeople-most of whom had never programmed before-were writing code and developing software.…”
Section: An Overlooked Historymentioning
confidence: 99%
See 1 more Smart Citation
“…3 It does not follow that simply because games were produced by amateurs, some of them weren't good games. Other scholars have treated the generation of homebrew game content as an early stage in the reception of computers, one that is presumed to have been quickly left behind as people moved on to playing (presumably more sophisticated) commercial games (Veraart 2011). Writing off homebrew games in this fashion misses the sig nificance of the fact that laypeople-most of whom had never programmed before-were writing code and developing software.…”
Section: An Overlooked Historymentioning
confidence: 99%
“…While there is some extant research on micros (Haddon 1988;Veraart 2011;Kirkpatrick 2007;Turner 2006;Friedman 2005;Lean 2016;Sumner 2012;Saarikoski and Suominen 2009)-much of it related to games-that such a popular and widespread phenomenon as home computing should have received so little scholarly attention is surprising. Things are changing,…”
Section: An Overlooked Historymentioning
confidence: 99%
“…Microcomputers of the 1980s saw young players of games begin to make their own using the BASIC language (Fifre-Shaw et al 1985; Mohamedali et al, 1987;Veraart, 2011;Saarikoski & Suominen, 2009;Švelch, 2013;Swallwell, 2008;Swalwell, 2012). These machines remained popular for longer in Europe and the UK (Loguidice and Barton, 2014, p. 138) leading to a geographically-specific generation of "bedroom coders" who went on to work in industry.…”
Section: Games As Technological Socialization: a Theory Of Learning Tmentioning
confidence: 99%
“…Presumably copying practices fostered the Dutch adoption of personal computing. 23 On the shift in status, see Frank Veraart. 2011.…”
Section: Alienation From Producers: Hobbyist Cracking Softwarementioning
confidence: 99%