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Young: Volume 3, Number 1, 1995 |
Jörgen Nissen
In this article I shall devote myself to a group who have
generated some concern and voluminous writings:
hackers. I will show that there are in many respects important discrepancies
between these young peoples’ own experiences and what is said
about them.
The word hacker itself presents a problem
because it implies several different things. The hacker epithet is difficult to
use since hackers today are associated both with illegal computer
trespass and with social recluses who sit in front of a computer screen rather
than socializing with other people. Joseph Weizenbaum (1976: 116) described
in 1976 what he called compulsory programmers:
Bright young
men of dishevelled appearance, often with sunken glowing
eyes, can be seen
seated at computer consoles, their arms tensed and
waiting to fire their fingers, already poised to strike,
at the buttons and keys / ... / Their rumpled clothes, their
unwashed and unshaven faces, and their uncombed hair all testify that they are
oblivious to their bodies and to the world around them.
They exist, at
least when so engaged, only
through and for computers.
They have
also been described as young computer geniuses who, with the help of their brilliance, penetrate
all of the world’s computers. This picture is misleading in many ways.
Firstly, the hacker epithet was created among the computer interested
themselves and is if anything an honorary title that is bestowed upon a person
who bas done something admirable ‑ for example found a good
solution to a programming problem. Secondly, neither the illegal activities nor
the
‘social recluses’ correspond to the real activity
or the personalities involved. Therefore, I will sometimes
use the expression computer captivated
youth but ask the readers to remember that they regard themselves
as hackers.[1]
Cyberspace
‑ the word originates from William Gibson’s book Neuromancer (1984) where it
stands for the 3‑d displaying of computer information into which it is
possible to mind‑meld. In fact, one may apply all senses while at the
same time the body is left
outside. Through the 1990s the word the cyberspace has
been widely used but at the same time it has come to stand for the less
advanced possibilities that today’s computer technology offers.
The nearest
that we get today to Gibson’s version is virtual reality
(VR), at present commonly consisting of a VR helmet
and computer glove that make it possible for a person using sight and
hand signals to participate in an environment created completely
by computers. This has been used in both computer games and architects’
work. For example, VR technology makes it possible for architects
to ‘enter’ a house which only exists on the drawing‑board.
Cyberspace
has also come to symbolize the existing message systems
between computer users the world over. In this sense cyberspace refers
only to the possibility of exchanging written messages (cither
directly, ’on‑line’ or with the help of electronic
mailboxes). It is here that we find most of the people in contact with ‘cyberspace’.
But, we are far from the concept that Gibson intended. Perhaps
the youth upon whom I focus in this article have experienced some
form of cyberspace, but I have chosen to describe that which they
have in common as a ‘micro world’. By this I refer to the computer captivated youths’ communication
channels, activities, arenas, networks, international background
etc. ‘World’ both because it is a world in itself,
and because the computer interested are a global phenomenon. The phenomenon
exists in the whole of the world and each single participant can reach
an international arena. ‘Micro’ primarily because the computer
interest and the activities are only a part of their life and existence.
At the
center of this world we find a boy at a computer. Today there are PCs in many
Swedish homes, at schools and at most places of work. In 1989 one
out of three Swedish households with teenagers had a PC
at its disposal (Croné, 1989). As already mentioned, Swedish youth interested
in computers consider the picture of the young talented hacker
breaking into other’s systems to be highly exaggerated.
A quantitative inquiry shows that access to a modem is very
limited among young Swedes with a computer (Nissen, 1993). This means that most
of them cannot devote themselves to computer
encroachment.
Important features
of this world are also communication channels and meeting places.
There are, for example, many magazines for people who are interested in
computers. In Sweden it is not only Swedish magazines that are available
but German and English ones too. It is not just magazines that spread
across the borders. Likeminded people in
different countries are tempted by the same games, and in this
way they form an international community. The micro world also includes a
series of different environments available for people who
are interested in computers. The computer labs in the
schools form, for example, a natural meeting place for many.
The
computer technology in itself contains the seed of something completely new:
Bulletin Board Systems (BBS) and large networks of computers (for instance, the
international Internet).[2] The Swedish BBS’s with youth
as a target group are above all used by those who are interested in computers.
This is probably a consequence of the lack of modems and because people without
this special interest do not yet know about BBSes, let
alone how to get in touch with a BBS. Hence,
the BBSes are, so far, for people sharing an interest in computers and at the
same time the BBSes provide them with a forum for discussing
many other things.
I am not
going to dwell here on these different features in the
computer interested boy’s world, but instead look at its internal
history more closely.
To
understand the definition of the title hacker
within the hacker culture itself, one
has to follow the history of hacking. In the history of ‘hacking’ three themes
stand out. First, the development of ethics which permeate
all three
themes, secondly a tendency toward
social and political alternativism and lastly a trace of illegal activities.
Steven Levy
(1985), who has made the most detailed survey of the history of hacking,
presents the picture of three different generations of hackers. The first
generation were students at MIT (Massachusetts Institute of Technology). In
the late 1950s they began to take an interest in computer
technology at the institute. They quickly established a new,
irreverent relation to it. Up to this point the use of computers was a
very closed operation. The users did not have direct access to
the machines but the operator was there as an interface. By combining their devotion
to computer technology with irreverence these students came to challenge
the established ‘tradition’. They developed
a completely different culture in which everybody was
welcome and people were judged according to their accomplishment with the
computer. This gave way to a new phase in the development of computer applications.
The students improved technique, created new operating systems, developed
computer graphics, word processing, computer games and the time‑sharing
system.
It was in
this environment that the ‘hacker ethic’ was formed.
The content of the ethic was, in short, that computers are fun, access to them should
be free,
everyone should have the right and the
opportunity to use or develop computer technology and programs; skills and not
degrees or other criteria were decisive for a person’s position.[3]
In accordance with the hacker ethic the students recommended
decentralization, as they did not trust the authorities; they mistrusted
authorities for trying to limit the use of computers. IBM, the company
almost exclusively connected with computer technology,
was the principal opponent. Resistance was established against superiority
in different forms and the students argued for openness and decentralization.
These inclinations against the superiority in different forms have survived,
although with different contents.
The second
generation of hackers emerged in the 1970s with Berkeley
as the center. This generation was to contribute to the development
of the first micro computers, i.e. what are often
called home‑computers or personal computers. At this time the large
computer companies had not developed the micro computer,
despite having access to the technical knowhow.[4] The companies estimated that there
was no market for personal computers.
Instead they focused on large mainframe computers
meant for large organisations. The hackers were left to develop the micro computer. During this period different groupings
and meeting‑places arose. The Homebrew
Computer Club is one of the more famous ones. Its significance is proven by the
fact that some twenty new companies can be traced back to the
club. One of these companies is the
well‑known Apple (Levy,
1985). The company exemplifies a salient feature in
hacker history: young virtuosos of computer technology with only a garage to work
in, who created a product that would challenge the established
computer industry, including IBM. However, Apple was
not the only company to be developed.
An expansive prospering business with many small
companies came into existence in a short time. They were characterized by an easy‑going
attitude.
The whole industry
was like a club, the easy‑going nature of which
was visible
in the images presented by these
small companies: Loving Grace Cybernetics, Kentucky Fried
Computers and Intergalactic Digital Research (before it became
plain Digital Research). Their very names indicated the fun
and humorous side of this community (Haddon, 1988:114).
The second
generation developed some parts of the hacker ethic.
The distrust of a big brother mentality was connected with
the radical political and cultural climate in the 1970s. This generation
was also influenced by ideas about a post‑industrial
society and the awareness of the increasing importance of communication and
information. The alternative view of society that arose can be summarised under
three headings: politics of information, convivial technology and the demystifying
of the computer. Experiments, regarded as political
actions, were carried out; e.g. terminals were placed in public environments to give
ordinary people access to computer technology (Athanasiou, 1985, see also Nelson,
1987). Leslie Haddon (1988:108) concludes:
In place of this system, these
counterculture critics wanted both to gain access to
the existing information which was held
on computers and to establish an arrangement for creating
and distributing new types of information which would be
of use to the people. To achieve this, the counterculture
critics wanted a decentralized, non‑bureaucratic form
of computing.
It should
be noted that these political ambitions were definitely a result
of their own interest and their own positive experiences
with computer technology which they wanted to supply to others and
vice versa.
The third
generation of hackers emerged during the early
1980s and is still of vital importance. Levy (1985)
describes the emerging computer games companies as an environment for
the third generation. However, this generation of hackers is
above all made up of those owning a PC. As the personal
computer spread to many homes and individuals, computer
games turned into a large commercial business. Today most
young people first meet a computer through games. Some of
them, however, will
do more than play games and some of them will turn into hackers.
Relatively simple
computers can be used for communication with other
computers through moderns and the telephone network. Bill Landreth (1985) has
described how he and some friends, spread
right across the USA, devoted themselves to breaking into computers.[5] They were
driven mostly by curiosity and by the challenge to
outwit the security system. Landreth and other young hackers created
a moral code that can be seen as an elaboration of the ethic of the first
generation. The focus was ‘look but do not
touch’. According to them it was legitimate to
break into systems as long as nothing was destroyed. They also informed people
responsible for computer security about their experiences
in order to help increase the reliability of security
systems.
The West
German association Chaos Computer Club formulated a political program, and did so more decisively than any other
computer association. This was in the middle of the 1980s. They saw themselves
as a kind of computer police with political as well
as security ambitions. They wanted to point out the flaws in security
and legislation
and make people in general aware of the danger of a fully computerized society. They pointed to the risk of
a gap between those who can afford to
use computer systems and those who cannot (Andersson, 1986, see also: Ammann,
1989; Stoll, 1990; Wieckmann, 1988). One example of their activity consisted of
members of the group transferring
approximately $50 000 through a home banking system in order to prove the flaws
of the system. The money was paid back in accordance with
their code of morals. Obviously this group continued on the tradition of
distrust of the authorities inherited from the first and second generation of
hackers.
As computer
games became more advanced something called ‘cracking’ developed
(Eckert, 1991). Cracking is distinct from hacking. Cracking means breaking
the copyright protection of computer games (and of other software) to make one’s
own copies. According to internal hacker standards a game need
not be cracked for sale purposes, but so
that the hacker can boast that he has have succeeded. According to one boy’s
view of cracking, it is acceptable to copy other software too,
within certain limits:
It is simply incomprehensible,
if you are going to /.../ just take those
programs which I really use they
would cost several tens of thousands of crowns
and to find those programs which I really /.../
which
I want, which I think are good ones I have to try many
different programs and I /.../ with those it would be several
hundreds of thousands of crowns. You just don’t have that much
money so you don’t have
much of a choice really. /…/ My attitude, which I think
many /…/ purely ethically it is a little bit more okay to make a pirate
copy of a program if you use them, if you have them for private use, use
them for pleasure so to speak. But if you use, or if you have a company and use
the program professionally and make money on it then
you should buy it.
Why become
a hacker?
I shall suggest some answers to this
questions. To begin with, a distinction can be made between
internal and external inducements to establish and nourish an interest
in computers. In society the individual is surrounded by a series
of influential external factors. The strong symbolic value attached to
computers is one example. According to the current debate computers
are expected to have an important role in future
society. This symbolic value will
probably change and lose much of its power, but
it can still be the driving force behind an awakening interest in computers
for a young boy and it can certainly maintain this interest.
The internal driving forces behind
computer fascination are difficult to describe and to
analyze. The problem is complicated by the fact that not only
must the computer be understood but so must some of the special features
of the computer and their impact on the user. One recurring
observation in interviews with hackers is their feeling of ‘mastery’
in controlling technology. ‘Mastery is of the essence
everywhere within hacker culture’ writes Sherry Turkle (1984:234, see also
Shotton, 1989). A Swedish boy says: ‘It is a sort of technical problem,
and then you don’t see anything around you, only this
problem exists and it’s an enormous challenge to solve
this and it’s a great kick to succeed, an ego‑trip’. Fredrik,
seventeen years old, explains why it tempts him:
Now let’s see, how shall I explain
it? /.../ No they /.../ Let me
say that simply it is the art of exploring and of
discovering something real big and comprehensive without really having to move very
much. Without having to run around and ravage.
You just sit in front of your screen and /.../ in front of you, you literally
have the whole world, in the shape of networks and
information, contacts, other people, everything.
The feeling
of mastering the complex technology can be matched with a common tendency in the past decade to describe
the world as chaotic and unwieldy. A young boy’s feelings of insecurity and powerlessness can
be compensated
by a feeling of control over something, in this case a specific
technology. This compensation is reinforced by the great
symbolic value of the computer. Computer technology is a tool for young boys to symbolically
cultivate and master their existence. The fact that the adult
world describes this tool as important while many adults themselves
do not control it, presumably strengthens the youths’
position.
One of the
main purposes of sitting in front of the computer is to be at work with the
computer rather than to obtain a certain result. There are many programming
projects that have never been finished. Some projects prove to be
very difficult or impossible to carry out, others become too comprehensive;
many of these boys fail to finish their projects but
settle for the satisfaction of proving
that an idea is feasible. The intense experiences reported
by many youths can be compared with the culturally oriented effort in
modernity that Thomas Ziehe (1986, 1989:154) describes as intensification.
Usually rock music is associated with such experiences, but
it is obvious that computer technology also offers opportunities for intensification. Intensification
implies a striving for increased intensity (to intensify means to artificially load something
with meaning) in order to offset emptiness, tiredness
and weariness.
It is an aesthetic activity; youth can be seen consciously
choosing to represent reality as artificial. Instead
of searching for the natural they choose to further
artificialize
it.
The more artificial
I make the world and the more artificially I perceive it, the
more it is a world created by me and to that extent
‘my’ world. The ugly, boring and brutal in this world shall
increase aesthetically and sUlfully in order to make it cestatically
or ironically available (Ziehe, 1989:159)
Punk and
New Wave belong here. According to Ziehe the tendencies to aestheticize
are spreading.
It is no longer only successful yuppies who are style conscious (in
dress, housing and consumer goods): most teenagers attach great importance
to external appearances. Computer technology offers
an additional route to artificiality:
To ‘the world’s artificiality’ can be added the phenomenon of ‘the world becoming mote and more a
question of semiotics’. This expression denotes the upgrading of the
world of signs that can be found among wail painters,
graffiti philosophers and even with ‘computer
freaks’.
Even for them their world becomes ‘real’ as they in an ironic
or naive sense make themselves into semiotic masters
of a simulated reality (Ziehe, 1989:159).
Computer
technology, and an interest in it, is a modern phenomenon
in the sense that it is a new technique. What does this mean for young people
interested in computers that they are not only young but
that they also devote themselves to a modern technique? At the center of the micro
world we find computer technology. The situation of young people who are
interested in computers is characterized by several facts. Not only are they
members of and part of the shaping of a common ‘world’:
they
also have an unusual relation to the surrounding world of adults.
These young people master something regarded as
central for the future and something in which many
adults lack experience. This situation is decisive in many
ways. In this special case we can, for instance, surely speak of a post
figurative situation (Mead, 1970); the older generation learns from the younger instead of the other way around.
In 1984 Kjell‑Åke Johansson described a result of this knowledge gap: ‘Hacking has a great advantage
over many other activities: the parent generation has not penetrated it yet
because of its protective similarity with studying’
(Johansson, 1984:34, my translation).
Parents and
teachers are often still not able to understand if their
child really is doing something very
complicated or if he is fumbling around with purely elementary
operations. The relation between the older and the younger
generation is not only affected by
different levels of knowledge. Today there is a growing interest in youth
within many sectors. Ziehe (1989) claims that this interest can be
explained by the fact that to adults young people
represent the search for alternative forms of life.
The hacker as the sovereign of the information society can
serve as an example of this. The picture of the young man as the tamer
of the computer systems also carries within itself a
confidence in the technology. The message is: ‘We don’t have to worry, there,
is a bright future ahead for all of
us thanks to technology’. Moreover a single individual can
actually be its master; technology is controllable! Note that technology in
this context presumably stands for more than the
machines themselves: sometimes it is apt to symbolize big
systems, society’s apparatus – the seemingly unyielding development
of society and its large technical systems. Ziehe adds that the
interest
in this symbolic value seems to be more important than the actual situation of
the youth group in question. A situation that to
a large degree seems valid
for the computer interested, the spreading of rumours and the inclination
to believe in ‘fantastic stories’, is
considerably greater than the desire to critically examine
what the young hackers actually do and what this activity can mean.
Teenagers prepare
themselves in different ways for their future. Some of
them are busy learning to understand computers, since
they believe that knowledge and skill in this field will be
important in the society of tomorrow. Besides this, the computer
technology represents an area of knowledge where
school failed to give these young students challenges in
accordance with their expectations and needs. In
this respect their activity can be interpreted as an informal education
system. Many of these boys exceed their teachers in computer mastery
and are known to have a reputation for this. Another common
feature among these Swedish boys is the notion that school work is important
and must not be neglected. ‘As long as it doesn’t interfere
with school I think it’s okey. It’s like a
feeling, once you have started, Le. sat down in front of a
computer, it’s hard to stop before it’s
finished’, says one boy. Still another important condition
is that sorne of these boys find the opportunity to make money from their
interest in computers. For another boy, working with computers has
been important in many ways: ‘to [do] something useful, things that you feel are being used /.../ like
real stuff that’s fun’, he says in order to describe the difference
between this activity and the ones he devoted
himself to earlier. His classmates have also observed that he is doing
something ‘useful’: ‘Most people become a
bit, yes, jealous, they work on the shop floor in
the summers /.../ As some of my former class mates, some of them called me computer idiot and so
on. Now when they hear that I work in the afternoons, they
get thoughtful, maybe it isn’t so
bad after all’.
The
knowledge and skill possessed can, of course, also grant
status among likeminded people. Bo, the system operator in the
club, says: ‘I’m the one who fixes and potters about when
something isn’t working, and connect new discs and so on, I the one
who
administer the systems, make sure it works. It takes a blasted
time, but it’s great fun’.
Knowledge like
Bo’s provides a possibility for
genuine participation in the working life of society. This participation is
significantly different from that offered by the school. Life inside school often takes on an ‘as W character.
The boys’ superiority in computer knowledge over
authorities like parents and teachers and the strong symbolic
value of the technique reinforces their self‑esteem.
Ziehe (1989)
discusses the importance of the labour‑market
when he describes how
young people today are exposed both to inclusion and
exclusion. Inclusion, i.e. the dividing line between the generations
vanishing, is illustrated by the young hackers who
are often more skilled
than many people in the older generation. Exclusion, i.e. the
dividing line is maintained, because today it is almost normal
for young people to have difficulties in gaining access to the labour market.
Young people with knowledge of computer techniques differ in this respect from many
of their peers, because there is sometimes a demand for them
on the labour market.
The high
valuation of computer technology in society leads to computer interest
standing out as a perfect activity in the process of intensification.
Not only do the boys experience strong intensity, but they also learn
something in an area where knowledge is coveted. It is a
form of double sanctions. Technology is transformed
into an aesthetic activity.
Here we should also consider what Ziehe calls the new
conservative counteroffer against the culturally oriented efforts. In
contradiction to intensification he sees a more,
dynamic life planning. Emptiness, avoided by intensification,
is fulfilled instead by competition, the desire to perform.
and the joy of innovation (Ziehe, 1986:359). That which begins
with intense emotional experiences can later be replaced in
this way, not least when the interest is
transferred to a profession.
The
discrepancy between youths’ reality and the adult world’s
view of their situation can in part be explained
by the potential (or the potential we believe exists) in the control of
computer technology. To grasp the discrepancy
this potential will be analyzed using the concept of counterculture
as put forward by the Centre for Contemporary Cultural Studies
(MCS). They have developed a subculture
perspective in their studies of youth (Hall and Jefferson, 1976). Researchers
in this area have been interested in youth cultures
within the working class, but they have also developed theories
about youth cultures within the middle class. The
latter they have called ‘countercultures’. A subculture
according to them is part of a larger culture, but it is
also a subordinate culture and often
a suppressed culture. Subcultures are characterized by deviation from
different dominant norms. In this perspective the theory of
subculture is a theory about suppressed groups
in society, e.g. youth, their strategies
for ‘solving’
their societal vulnerability and their protests against it by clearly
outspoken deviance.
Countercultures, on the other hand, which arise within
the middle
class, primarily mark a break within the dominant culture. Since the
cause of the counterculture is the dominant
culture, the former thereby represents ‘internal oppositions in the whole society, the crisis in
the dominating class itself’ (Fornäs et
al., 1984:40, my translation). With this the counterculture has
been given a double function: partly to contribute to the
adjustment of the dominant culture to new circumstances, and partly
to unmask this culture and develop new alternatives (Fornäs
et al., 1984). Subcultures are leisure cultures, while countercultures
are more likely to be found in central institutions in society. In this perspective
the hacker culture must be seen as a counterculture.
The first
two generations of hackers contributed to the development of
computer technology. They also helped bring about a changed attitude
toward computers. All this was provided with political and ideological
expressions in a known countercultural manner.
In the second generation of hackers it is apparent that the technically
aimed actions are combined with the radicalism of the time. The most
tangible result is the development of the personal computer.
The
contributions of the second generation of hackers
can be interpreted in terms of the dominant culture treating the problems that computerization
has caused. But is this a process of adjustment or the development
of new alternatives? It is obvious that the second
generation strove for new alternatives. In reality, however,
there was a halt at adjustment. Bryan Pfaffenberger’s (1988) view is clear
from the title of his
article: ‘The social meaning of the
personal computer: or, why the personal computer revolution was no revolution’.
He claims that the second generation of hackers did not reach the
alternative goals. He mentions decentralization as an example; micro computers
indeed spread to many homes but they
were mostly used for pleasure. At places of
work the PC originally replaced terminals connected with central
computers. Today the computer industry attaches great importance
to internal networks, which again open
the way for a centrally regulated use of computers.
The countercultural feature of the second hacker generation
seems above all to yield adjustment
and not renewal.
Can the
activities of the third generation of hackers be regarded in a similar way? The
question can be directed toward their illegal misuse
of computer information and copying and spreading of
software. Do they bring about important changes in
society, or do they mainly articulate a rhetoric to defend illegal actions of
their own? From the theoretical perspective, it need not
matter whether separate individuals really adopt a code
of morals or only ‘hide’ behind it; the important thing
is the effects of their actions on a cultural level. The mere existence of hackers
makes, for instance, the holder of a computer file aware of the fact
that the files are accessible. The existence
of illegal misuse of computer information in itself, committed out
of curiosity or for idealistic reasons, contributes to
the fact that large computer systems cannot be built secretly. In this
way the hackers contribute to the dominating culture
by moderating
the tension between the need for coordination
through central organs and freedom from strong central control. The
real effects can, however, be questioned. The
virus affecting about 6.000 computers in the USA in 1988 did not involve damages
or costs of any great size.
On the other hand it meant an advance for companies in the
business of computer security, as well as demands for more severe
legislation against the illegal misuse of computer
information and police interventions against hackers (Ross, 1991).
The hackers
have actively acknowledged a technical development
and at the same time formed a counterculture. Furthermore,
they have contributed to the public upgrading of the significance of computer
technology and to a confidence in technical solutions according to the formula:
technology per se is never to blame, only the use and the users. They have
contributed to the development of problems they said they were combating. This apparent contradiction
is probably not unique to hackers. In fact similar discrepancies
are also unravelled by theories on countercultures.
The micro
world appears deeply rooted in social circumstances,
rather than in dizzying electronic cyberspace. In my
introduction, I emphasized the discrepancy between the lofty
descriptions
of the alleged possibilities in cyberspace and then the everyday lives
of people
who find themselves near to computer
technology. It is still a long way between vision and reality.
All
translations are by the author if not otherwise indicated.
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THOMAS (1989) Hacker für Moskau
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ATHANASIOU,
TOM (1985) ‘High‑tech altemativism: The case of the community memory
project’ Radical science collective (eds)
Making waves: The politics of communication London:
Free
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ECKERT,
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& OVE SERNHEDE
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Identitet och
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(1984) Neuromancer New
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LEVY, STEVEN (1985) Hackers: The heros of the computer revolution New York: Dell Publishing Co. Inc.
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[1] To illustrate the significance of the computer or rather the interest of the computer for the hacker of today, I am using empirical data from the late 1980s and early 1990s, which focuses on computer captivated youth in Sweden. Research on youth culture in general has been a source of inspiration. The main data of the study is provided by a series of observations and interviews. Twenty boys, between the ages of 15 and 20, were interviewed several times. These interviews were conducted as unstructured but focused conversations. Initially, as expected, there were difficulties in getting in touch with the field. The entrance found was a computer club which had several minicomputers in its possession. For a short period I participated in the activities of the club. All the interviews were made with boys or young men. This is not surprising since hacking is known to attract mostly males. My awareness of differences between the sexes was high all throughout the project, but although I made some efforts to find female hackers I was not successful. The only girls I encountered took part in activities of some BBSes. However, the numbers were small. All quotations from Swedish youngsters emanate from Nissen (1993).
[2] The correct term should be CBBS (Computerized Bulletin Board System), but normally the users speak only of BBS.
[5] Landreth wrote his book after he had been arrested by the FBI, prosecuted and sentenced.