My dissertation examines the cultural history of
personal computers in the United States. Through a close analysis of films,
novels, advertisements, and other texts, I investigate the conflicting
fears and fantasies which continue to determine how we use and think about
these powerful machines.
Introduction: Historicizing the Cyberculture Debates
The body of the dissertation is structured chronologically,
to best narrate the story of the personal computer. The Introduction sets
the stage by summarizing contemporary controversies in computer culture
which the subsequent chapters address historically.
Chapter One: Before the PC
Chapter One looks at the meanings of computers before
the emergence of the personal computer.
Part I, "Before the Digital Computer," traces
the history and historiography of early precursors to the computer, from
the invention of the abacus to Charles Babbage’s abortive steam-powered
"Difference Engine" of the Nineteenth Century. I discuss the transition
from analog to digital calculating devices in the 1930s and 1940s in particular
detail, as this technological shift continues to have important cultural
repercussions.
Part II, "Mainframe Culture," addresses the
hopes and fears raised by early computers through the close analysis of
two films, Desk Set (1957) and 2001: A Space Odyssey (1968).
The first digital computers were developed by the American and British
military during World War II, then spread to business in the 1950s and
1960s. Filling entire rooms with vacuum tubes and flashing lights, these
mainframes were most often represented as "hulking giants," massive embodiments
of military and industrial authority. In the romantic comedy Desk Set,
a happy ending cannot completely paper over the anxieties provoked by the
computerization of the workplace. In 2001, on the other hand, a
pessimistic view of computing is explicitly personified in the character
of HAL, a malevolent artificial intelligence. The film’s ambivalent embrace
of technology, however, complicates its critique.
Chapter Two: Inventing the PC
Chapter Two looks at the new vision of computing
which emerged with the invention of the personal computer in the mid-1970s.
Part I, "Before the Altair," surveys the
cultural and technological developments which made the PC conceivable,
including the rise of time-sharing, the development of the BASIC programming
language, the invention of the microprocessor, and the emergence of cheap
portable calculators.
Part II, "The Altair," looks closely at the
emergence of the first personal computer. The Altair, first introduced
in a January 1975 Popular Electronics cover story, was a do-it-yourself
kit, the product of an intense hobbyist subculture. Through close analysis
of manuals, hobbyist magazines, and user newsletters, I trace the ideological
context and utopian imaginary of this subculture, to specify how these
devices were first used, understood, and dreamed about by their inventors.
Part III, "The California Hackers," then
turns to a discussion of a more politicized group of computer users, centered
around the Homebrew Computer Club of San Francisco. While the inventors
of the Altair primarily thought of themselves as apolitical technicians,
many of the subsequent developers of early PCs came out of the California
counterculture, and saw the PC as a political tool for the left. Tapping
into the long-standing American tradition of technological utopianism,
"cybertopian" ideologues idealized the machine as a force for personal
liberation, a way for ordinary users to take information into their own
hands and challenge the corporate and governmental authority represented
by the mainframes. This rhetoric was inspiring, but also limiting. Its
simplistic critique of authority and celebration of individualism would
leave it open to co-optation from the laissez-faire right. Through a close
analysis of cybertopian manifestoes such as Ted Nelson’s Computer Lib,
I demonstrate how the inventors of the personal computer succeeded in inverting
cultural assumptions about computing, and discuss the mixed historical
legacy of this strategy.
Chapter Three: Marketing the PC
Chapter Three looks at how the emerging computer
industry of the early 1980s successfully transformed the PC from a hobbyist’s
tool into a mass-market product. In the process, the companies popularized
the cybertopian vision of the early PC pioneers, while draining it of much
of its political content.
Part I, "IBM’s Modern Times," looks
at IBM’s marketing campaign for its successful line of PCs. To counter
public anxiety over the consequences of computerization, the ads starred
a Charlie Chaplin look-alike who uses his PC to transcend the contradictions
of capitalism.
Part II, "Apple’s 1984," studies the
launch of Apple’s Macintosh computer. The landmark "1984" commercial, famously
broadcast during the 1984 Super Bowl, successfully repackaged cybertopian
ideology for mass consumption. The ad promised that the purchase of a Macintosh
could free the consumer from Orwellian conformity.
Part III, "Cyberpunk Resistance," looks at
the critique of this corporate vision of computing offered by the emerging
genre of cyberpunk science fiction in the early 1980s. Through close analyses
of William Gibson’s Neuromancer and Neal Stephenson’s Snowcrash,
I discuss the merits and limitations of their "rhapsodic dystopianism,"
and of their romanticization of the "hacker" as a rebellious alternative
to corporate hegemony.
Chapter Four: The Semiotics of Software
Chapter Four turns to the experience of computing
itself, looking closely at the process of playing two contemporary computer
games, SimCity and Civilization.
Part I, "Mapping SimCity," draws on
theories of film and architecture to account for the new forms of textual
engagement made possible by interactive software. I argue that simulation
games such as SimCity promote an aesthetic of "cognitive mapping" with
potentially radical consequences.
Part II, "Civilization and Its Discontents,"
develops these arguments further while questioning the ideological presumptions
behind a second computer game, Civilization. I conclude that while interactivity
might become a powerful tool for radical critique, its present use is often
conservative in practice.
Conclusion
My conclusion will briefly address the rise of the
Internet, discussing how the ideological assumptions about computing forged
in the 1970s and 1980s continue to frame debates over the Internet in the
1990s.