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First published on August 19, 2008, doi:10.1177/1527476408323345
Television & New Media 2008;9:487.
A more recent version of this article appeared on November 1, 2008
"The WarGames Scenario": Regulating Teenagers and Teenaged Technology (1980-1984)
Stephanie Ricker Schulte*
* To whom correspondence should be addressed. E-mail: stephanieschulte{at}gmail.com.
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Abstract |
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WarGames (1983), the first mass-consumed, visual representation of the internet, served as both a vehicle and framework for Americas earliest discussion of the internet. WarGames presented the internet simultaneously as a high-tech toy for teenagers and a weapon for global destruction. In its wake, major news media focused on potential realities of the "WarGames Scenario." In response, Congress held hearings, screened WarGames, and produced the first internet-regulating legislation. WarGames engaged a "teenaged technology" discourse, which cast both internet technology itself and its users as rebellious teenagers in need of parental control. This discourse enabled policy makers to equate government internet regulation with parental guidance rather than with suppression of democracy and innovation, a crucial distinction within 1980s cold war context. Thus, this article historicizes the internet as a cultural text, examining how technology and its regulation shaped and were shaped by cultural representations.

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