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The paper argues that computing and gaming culture diverged in East and West Germany because of contrasting political and economic systems. Both sides still shared a desire for digital participation across the Berlin Wall.
This paper examines how computing and leisure technology developed differently in East and West Germany during the 1980s, arguing that these differences were shaped by contrasting political ideologies and economic systems, yet were also met by shared desires for digital participation across the Berlin Wall. The author contends that prior histories have largely overlooked how economic structures defined by political systems influenced everyday computing culture, and seeks to correct this by treating technology and play as both convergent and resistant practices rather than outcomes dictated purely by top-down policy.
The paper contrasts a market-driven, liberal West German environment, which saw rapid growth in the computing sector and widespread household and school adoption of consoles and computers, with an East German context marked by a centrally planned economy, strict state control, surveillance, censorship, and restrictions imposed by CoCom sanctions on exports of Western computing technology. Despite these constraints, the analysis highlights creative computing practices such as hacking, cracking, and the demoscene, along with informal economies and collaborative learning in computer clubs and schools, as evidence of individual and community resilience on both sides.
The study adopts a comparative cultural analysis that considers diachronic and synchronic perspectives across four dimensions: political and economic policy, hardware obtained or produced and its implications for spending power, software accessed and shared, and the social life of computing. Its methodology combines recent secondary scholarship with archival research and media historiography, including materials from the Stasi Mediathek and gaming magazines, situating the East and West German experiences within broader debates about technology in divided societies and the importance of local contexts in the history of computing.
European Conference on Games Based Learning (ECGBL) · 2026