Das Papier Der Digitalen Welt. Computerzeitschriften Als „Akteure“ Im Netzwerk Von (Jugendlichen) Nutzern, Hardware Und Software 1980-1995

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Das Papier Der Digitalen Welt. Computerzeitschriften Als „Akteure“ Im Netzwerk Von (Jugendlichen) Nutzern, Hardware Und Software 1980-1995 Das Papier der digitalen Welt. Computerzeitschriften als „Akteure“ im Netzwerk von (jugendlichen) Nutzern, Hardware und Software 1980-1995 Von der Philosophischen Fakultät der Rheinisch-Westfälischen Technischen Hochschule Aachen zur Erlangung des akademischen Grades einer Doktorin der Philosophie genehmigte Dissertation vorgelegt von Marina Metzmacher, geb. Scheiff Berichter: Universitätsprofessor Dr. phil. Armin Heinen Universitätsprofessor Dr. phil. Roger Häußling Tag der mündlichen Prüfung: 21. September 2017 „Diese Dissertation ist auf den Internetseiten der Universitätsbibliothek online verfügbar.“ Inhalt 1. Einleitung ................................................................................................................................. 6 1.1. Gegenstand, Fragestellung, Relevanz .......................................................................................... 6 1.2. Forschungsstand zur Geschichte der Computerisierung ............................................................ 12 1.3. Jugend und Jugendkulturen in Deutschland .............................................................................. 20 1.3.1. Historischer Überblick: Jugend bis Ende des 20. Jahrhunderts ........................................... 20 1.3.2. Jugend – eine Definition ...................................................................................................... 22 1.3.3. Was ist Jugendkultur? ......................................................................................................... 26 1.3.4. Jugendkulturen und Technik ............................................................................................... 29 1.4. Theoretische Anleihen und methodisches Vorgehen ................................................................ 35 1.4.1. Instrumentarium ................................................................................................................. 35 1.4.2. Die Dispositivanalyse von Hard- und Software 1980-1995 ................................................. 38 1.4.3. Social Construction of Technology ...................................................................................... 41 1.5. Aufbau der Arbeit ....................................................................................................................... 44 1.6. Politische, wirtschaftliche und soziale Konturen 1980-1995 ..................................................... 47 2. Hardware, Software und die Nutzung von Heim- und Personal Computern 1980-1995.............. 55 2.1. Hardware .................................................................................................................................... 55 2.1.1. Technische Hintergründe und Vorläufertechnologien von Heim- und Personal Computern ............................................................................................. 55 2.1.1.1. Die Vorgeschichte von Computern bis zur Etablierung von Chiptechnologien ........... 55 2.1.1.2. (Mikro-)Prozessoren ..................................................................................................... 58 2.1.2. Hardwaremarkt ................................................................................................................... 60 2.1.2.1. Die 1980er – Entstehung eines neuen Marktsegments in Deutschland ...................... 60 2.1.2.1.1. Diversifizierung inkompatibler Computer ............................................................. 60 2.1.2.1.2. Wie der Preisverfall den Computer zum Massenprodukt werden ließ ................. 64 2.1.2.1.3. Der Name macht‘s möglich – Bedeutung der Bekanntheit für den deutschen Vertrieb ..................................................... 67 2.1.2.2. Die Konsolidierung des Computermarktes um 1990 ................................................... 71 2.1.3. Vom Computerbausatz zum Terminalcomputer – Darstellung der Hardwareentwicklung anhand ausgewählter Modelle ....................................... 74 2.1.3.1. Anfangszeit der Computer für Zuhause ....................................................................... 74 2.1.3.2. Der Commodore 64 – ein Heimcomputer auf Erfolgskurs ........................................... 78 2.1.3.3. Lisa und Macintosh – Das Vordringen von Apple in den Businesssektor ..................... 82 2.1.3.4. Der IBM PC setzt Standards .......................................................................................... 85 2.1.4. Space Race – die Entwicklung von Speichermedien ........................................................... 88 2.1.5. Individuelles Hardwaredesign ............................................................................................. 92 2.2. Software ..................................................................................................................................... 99 2.2.1. Definition Software ............................................................................................................. 99 2.2.2. Die Herausbildung eines gewinnbringenden Softwaremarkts .......................................... 101 2.2.3. Spielen als zentrales Einstiegselement der Computernutzung ......................................... 109 2.2.3.1. Ein Überblick über die Entwicklung von Computerspielen ........................................ 109 2.2.3.2. Computerspiele(n) 1980-1995 ................................................................................... 112 2.2.4. Programmierung ............................................................................................................... 116 2.2.5. Cracker, Hacker, Crasher – Spezialisierungsstufen in Grauzonen ..................................... 123 2.2.5.1. Cracken als spezialisierte Programmiertätigkeit ........................................................ 123 2.2.5.2. Hacker und Crasher in deutschen Datennetzen ......................................................... 127 2.2.6. Usability – auf dem Weg zur benutzerfreundlichen Handhabung .................................... 131 3. Computerfans und ihre Nutzungsmotive ................................................................................ 137 4. Computerzeitschriften 1980-1995 .......................................................................................... 145 4.1. Zeitschriften als Untersuchungsgegenstand dieser Arbeit ...................................................... 145 4.1.1. Typologie des Marktsegments um Computerzeitschriften 1980-1995 ............................. 145 4.1.2. Betrachtete Computerzeitschriften .................................................................................. 150 4.1.2.1. Universalzeitschriften ................................................................................................. 150 4.1.2.2. Happy Computer als Heimcomputer-Magazin ........................................................... 152 4.1.2.3. Gerätespezifische Magazine ....................................................................................... 153 4.2. Zeitschriften als Tor in die Welt der Computerfans der 1980er Jahre ..................................... 157 4.2.1. Einsteiger werden zu Computerfans – Kompetenzerwerb in Computerzeitschriften ...... 157 4.2.2. Programmierung als zentrale Thematik ............................................................................ 161 4.2.3. (Programmier-)Wettbewerbe als typisch jugendliches Phänomen .................................. 163 4.2.4. Jugend, Computer, Zukunft – Zukunftsvisionen in Zeitschriften ...................................... 169 4.2.5. Die Auswahl der passenden Hardware ............................................................................. 178 4.2.6. „Wir Pioniere der Computerisierung“ – Vergemeinschaftung und Abgrenzung in Computerzeitschriften ............................................... 186 4.2.7. Computer für Jugendliche – Werbeanzeigen schaffen eine Identität .............................. 192 4.2.8. Leserbeiträge als Form der aktiven Teilnahme an Kommunikationsprozessen ................ 198 4.2.9. Aufnahme der Spezialkulturen um Spieler, Cracker und Hacker in Zeitschriften ............. 205 4.2.9.1. Thematisierung von Computerspielen ....................................................................... 205 4.2.9.2. 64’er und Happy Computer als Magazine für Hacker und Cracker ............................ 209 4.3. Zeitschriften der 1990er Jahre als Beratungsinstanz für PC-Anwender .................................. 214 4.3.1. Der Autor bestimmt den Kauf – zur Bedeutung von Ratgebertexten ............................... 214 4.3.2. Die Dominanz des PC in hardwarenahen Beiträgen .......................................................... 221 4.3.3. „Was tun bei Druckerproblemen?“ – Die veränderte Schwerpunktsetzung bis 1995 am Beispiel von Druckern ................................. 225 4.3.4. Die Beschäftigung mit kommerzieller Software gewinnt an Bedeutung .......................... 228 4.3.4.1. Die Thematisierung von Anwendungssoftware ......................................................... 228 4.3.4.2. Das Erstarken der Auseinandersetzung mit Betriebssystemen ................................. 233 4.3.5. Multimedialität in Zeitschriften ......................................................................................... 235 4.3.6. Zeitschriften und Leser werden erwachsen ...................................................................... 241 4.3.6.1. Professionalisierungstendenzen im Layout ................................................................ 241 4.3.6.2. Werbeanzeigen seit Ende der 1980er
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