Abstractions and Embodiments by Janet Abbate

Abstractions and Embodiments by Janet Abbate

Author:Janet Abbate
Language: eng
Format: epub
Publisher: Johns Hopkins University Press
Published: 2022-08-15T00:00:00+00:00


Notes

1. Joy Lisi Rankin, A People’s History of Computing in the United States (Cambridge, MA: Harvard University Press, 2018), 2.

2. Erkki Huhtamo, “Slots of Fun, Slots of Trouble: An Archaeology of Arcade Gaming,” in Handbook of Computer Game Studies, ed. Joost Raessens and Jeffrey H. Goldstein (Cambridge, MA: MIT Press, 2005), 4.

3. Laine Nooney, “The Uncredited: Work, Women, and the Making of the U.S. Computer Game Industry,” Feminist Media Histories 6, no. 1 (January 1, 2020): 119–46, doi:10.1525/fmh.2020.6.1.119.

4. Jaakko Suominen, “How to Present the History of Digital Games: Enthusiast, Emancipatory, Genealogical, and Pathological Approaches,” Games and Culture 12, no. 6 (June 20, 2016): 551, doi:10.1177/1555412016653341.

5. Research for this chapter was supported by Charles University project PRIMUS/21/HUM/005—Developing Theories and Methods for Game Industry Research, Applied to the Czech Case.

6. Merriam-Webster, “Clone,” Merriam-Webster.com dictionary, March 29, 2020, https://www.merriam-webster.com/dictionary/clone.

7. Ivan da Costa Marques, “Cloning Computers: From Rights of Possession to Rights of Creation,” Science as Culture 14, no. 2 (June 2005): 139, doi:10.1080/09505430500110887.

8. Marques, “Cloning Computers,” 148.

9. Eden Medina, Cybernetic Revolutionaries: Technology and Politics in Allende’s Chile (Cambridge, MA: MIT Press, 2011); Benjamin Peters, How Not to Network a Nation: The Uneasy History of the Soviet Internet (Cambridge, MA: MIT Press, 2016); Maria B. Garda, “Microcomputing Revolution in the Polish People’s Republic in the 1980s,” in New Media Behind the Iron Curtain: Cultural History of Video, Microcomputers and Satellite Television in Communist Poland, ed. Piotr Sitarski, Maria B. Garda, and Krzysztof Jajko (Łódź: Łódź University Press; Kraków: Jagiellonian University Press, 2020), 111–70.

10. Jaroslav Å velch, Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games, Game Histories (Cambridge, MA: MIT Press, 2018).

11. The search was conducted on March 4, 2020, on the Annals website, and initially yielded 55 results. I removed wrong hits and editorial material such as issue introductions. Interviews and practitioner recollections are included in the corpus.

12. In some cases, it is difficult to distinguish between the cloning of hardware and software. “Cloning Macintosh,” for example, can mean both cloning the hardware and cloning the operating system and the system ROM.

13. Ling-Fei Lin, “Design Engineering or Factory Capability? Building Laptop Contract Manufacturing in Taiwan,” IEEE Annals of the History of Computing 38, no. 2 (April 2016): 22–39, doi:10.1109/MAHC.2015.73; Honghong Tinn, “From DIY Computers to Illegal Copies: The Controversy over Tinkering with Microcomputers in Taiwan, 1980–1984,” IEEE Annals of the History of Computing 33, no. 2 (February 2011): 75–88, doi:10.1109/MAHC.2011.38; Zbigniew Stachniak, “Red Clones: The Soviet Computer Hobby Movements of the 1980s,” IEEE Annals of the History of Computing 37, no. 1 (January 2015): 12–23, doi:10.1109/MAHC.2015.11.

14. James W. Cortada, IBM: The Rise and Fall and Reinvention of a Global Icon, History of Computing (Cambridge, MA: MIT Press, 2019).

15. Petri Saarikoski and Jaakko Suominen, “Computer Hobbyists and the Gaming Industry in Finland,” IEEE Annals of the History of Computing 31, no. 3 (2009): 20–33, doi:10.1109/MAHC.2009.39.

16. Marques, “Cloning Computers.”

17. Tinn, “From DIY Computers to Illegal Copies.”

18. Gonzalo Frasca, “Uruguay,” in Video Games Around the World, ed. Mark J. P.



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