Games & Culture: A Journal of Interactive Media

Games & Culture is a new, quarterly international journal (first issue due January 2006) that aims to publish innovative theoretical and empirical research about games and culture within the context of interactive media. The journal will serve as a premiere outlet for ground-breaking and germinal work in the field of game studies.

Games & Culture's scope will include the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis; political economy; cultural studies; ethnography; critical race studies; gender studies; media studies; public policy; international relations; and communication studies. Other possible arenas include:

  • Issues of gaming culture related to race, class, gender and sexuality,
  • Issues of game development
  • Textual and cultural analysis of games as artifacts
  • Issues of political economy and public policy in both US and international contexts.

    Of primary importance will be the bridging of the gap between games studies scholarship in the United States and in Europe.

    One of the primary goals of the journal will be to foster dialogue among the academic, design, development, and research communities that will influence both game design and research about games within various public contexts. A second goal will be to examine how gaming and interactive media are being used in contexts outside of entertainment, including in education contexts, for the purposes of training, for military simulation, and for political action.

    Hacker Culture (University of Minnesota Press, 2002)

    Interviews   Reviews   July 24th, 2002 Testimony Before Congress (PDF format)

    Demonized by governments and the media as criminals, glorified within their own subculture as outlaws, hackers have played a major role in the short history of computers and digital culture-and have continually defied our assumptions about technology and secrecy through both legal and illicit means. In Hacker Culture, Douglas Thomas provides an in-depth history of this important and fascinating subculture, contrasting mainstream images of hackers with a detailed firsthand account of the computer underground

    Programmers in the 1950s and '60s-"old school" hackers-challenged existing paradigms of computer science. In the 1960s and '70s, hacker subcultures flourished at computer labs on university campuses, making possible the technological revolution of the next decade. Meanwhile, on the streets, computer enthusiasts devised ingenious ways to penetrate AT&T, the Department of Defense, and other corporate entities in order to play pranks (and make free long-distance telephone calls). In the 1980s and '90s, some hackers organized to fight for such causes as open source coding while others wreaked havoc with corporate Web sites.

    Even as novels and films (Neuromancer, WarGames, Hackers, and The Matrix) mythologized these "new school" hackers, destructive computer viruses like "Melissa" prompted the passage of stringent antihacking laws around the world. Addressing such issues as the commodification of the hacker ethos by Silicon Valley entrepreneurs, the high-profile arrests of prominent hackers, and conflicting self-images among hackers themselves, Thomas finds that popular hacker stereotypes reflect the public's anxieties about the information age far more than they do the reality of hacking.

    "an interesting and compelling account of the major role hackers have played in the short history of computers and the digital culture."

    - Choice

    "Hacker Culture provides an indispensable insight into a history of computing that it has become increasingly important to understand for computer users of all levels and abilities."

    - Slashdot.org

    "an intelligent and approachable book on one of the most widely discussed and least understood subcultures in recent decades."

    - Publishers Weekly

    "Combining elements of cultural studies and the history of technology, Thomas has fashioned an illuminating and surprising examination of hackers and their place in contemporary culture."

    - Seminary Co-Op Review

    "In this highly readable examination of the computer underground, Doug Thomas looks at hacking culture from the inside out. He brings an intellectual's eye to one of the modern age's most compelling topics while acting simultaneously as storyteller, historian and cultural guide par excellence."

    - Katie Hafner, author of Cyberpunk: Outlaws and Hackers on the Computer Frontier

    ". . . .an unusually balanced history of the computer underground and its sensational representation in movies and newspapers. [Thomas's] account starkly shows what hackers have realized all along: Our unease with Kevin Mitnick and his sort actually reflects our discomfort with technology itself."

    San Francisco Chronicle

    Buy Hacker Culture.

  • This page made with /usr/bin/pico, images and text © Douglas Thomas, 2002.