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Geek and Hacker Stories
Code, Culture and
Storytelling from the
Technosphere
Brian Alleyne
Geek and Hacker Stories
Brian Alleyne
© The Editor(s) (if applicable) and The Author(s), under exclusive licence to Springer
Nature Limited 2019
The author(s) has/have asserted their right(s) to be identified as the author(s) of this work
in accordance with the Copyright, Designs and Patents Act 1988.
This work is subject to copyright. All rights are solely and exclusively licensed by the
Publisher, whether the whole or part of the material is concerned, specifically the rights of
translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on
microfilms or in any other physical way, and transmission or information storage and retrieval,
electronic adaptation, computer software, or by similar or dissimilar methodology now
known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this
publication does not imply, even in the absence of a specific statement, that such names are
exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors, and the editors are safe to assume that the advice and information
in this book are believed to be true and accurate at the date of publication. Neither the pub-
lisher nor the authors or the editors give a warranty, express or implied, with respect to the
material contained herein or for any errors or omissions that may have been made. The
publisher remains neutral with regard to jurisdictional claims in published maps and institu-
tional affiliations.
This Palgrave Pivot imprint is published by the registered company Springer Nature Limited
The registered company address is: The Campus, 4 Crinan Street, London, N1 9XW,
United Kingdom
To the memory of my father, Ellis Wilfred Alleyne (1935–1978), who taught
me how to use a soldering iron.
Preface
vii
viii PREFACE
leave out some of the overall context that a reader might want to explore.
So, I invite you the reader to seek out and plunge into the stories.
We can never have detailed information about the full experience of
every single user of personal computing devices, but we can generate
knowledge from targeted social research into the experiences and in this
case the stories of relatively small numbers of actual users. Whether we use
statistics or free-flowing participant observation, all social researchers rely
on synecdoche—a language construct through which we indicate a whole
by referring to one or more of its parts, or vice versa (Becker, 1998, 67).
Everyday observation, field observations or personal diary entries, a series
of blog postings, as well as random samples of respondents, are all varieties
of how social science knowledge is built on synecdoche. The selection of
stories I discuss in what follows is a synecdoche I constructed to refer to
geek culture through stories told by geeks and told about geeks.
Chapter 1 introduces the key ideas of the book, starting with an over-
view of geek culture followed by a discussion of the methodology, meth-
ods, and data that inform the work. Chapter 2 examines representations of
geeks across different genres: biography and autobiography, journalism
and mass-market nonfiction, fiction, drama, and documentary. Chapter 3
discusses geek narratives about competing technology platforms, looking
at how some geeks express loyalty around technologies, firms, and brands
and how they argue in favour of their own choices and against the technol-
ogy choices of other geeks. Chapter 4 treats themes, narrative frames, and
plots under a general typology of geek political narrative, ranging across
three broad ideological perspectives: cyber-utopianism, techno-
libertarianism, and techno anarchism. Chapter 5 is a personal reflection on
my own experience as a geek. I close the work with some thoughts on the
significance of stories in geek culture.
ix
Contents
2 Representing Geeks 21
Clever People and Social Misfits 22
The Hippie Who Changed Everything 24
The Breakthrough 27
The Gender of the Geek 30
The Geek’s Journey 34
Start-up: Founders’ Stories 36
Summary 39
References 40
xi
xii Contents
6 Afterword: Coda 109
I ndex 111
CHAPTER 1
Abstract This chapter sets out the key terms and concepts that shape this
book. This chapter defines geeks, hackers, culture, and social relations and
then moves on to outline the idea of distinctive geek culture. This chapter
then discusses the methodology and source materials that informed this work.
1
I will use ‘popular’ to mean widely read when discussing texts, and widely circulated
when discussing film and TV. I establish the wide readership of books by Amazon sales rank,
and wide viewership if the film, series, or documentary is produced by an established/main-
stream studio (including Netflix and Amazon originals).
between the hacker as a software coder and the geek in the sense of a
computer geek as can be seen in the work of both Coleman (2012) and
Kelty (2008). Moreover, in much of the body of popular literature and
media representations that I will discuss in later chapters, a hacker is equal
to a geek. I use both terms but favour the use of geek more than hacker
because the public imagination of ‘hacker’ is overburdened by ideas of
computer misuse and digital crime.
To be a geek is to carry a social and cultural label and to do so is to have
an identity. When mathematicians or logicians talk about identity, they
have in mind A being the same as B in functional terms, so that A and B
behave the same no matter what inputs we make to either. When we talk
of identity in human relations, we are dealing with how to negotiate a
sense of who an individual is, which groups she belongs to, how she
responds to how other people view her as a social being, and with which
groups they associate her (Jenkins, 2014; Lawler, 2013). So socio-cultural
identity differs from logical identity in that socio-cultural identity is fluid
and lacks the certainties of identity as found in logic and mathematics.
While there is some overlap between social and cultural identity, it is
helpful to distinguish between the two. Social identity refers to how you are
placed in real social relations and structures, such as social class or gender,
or as a parent. The existence of the social relations and structures that
inform a social identity are recognised by most people in any society. Often
there is an element of inequality in these social relations and structures.
Social identity can be assigned at birth, or it can be achieved or assumed
later in life. Cultural identity refers to a person’s sense of belonging to dis-
tinct groups. Cultural identities are almost infinitely varied and are con-
stantly being re-imagined. Sometimes a cultural identity can put a ‘gloss’ on
social identity, as when someone with the social identity of a woman (or
man) declares that they are feminist. Many kinds of ethnic identities are
both social and cultural. Another way to draw a working distinction between
social and cultural identities is to think of a social identity as having a rela-
tively objective existence in the sense that, say, social class exists in a way that
is not entirely reducible to what individuals think or desire regarding their
own social class. Cultural identities, on the other hand, have stronger ele-
ments of voluntarism to them in that a person makes choices about kinds of
practices, uses of language, or working with different kinds of symbols to
craft a (cultural) identity and a sense of belonging to a cultural group. While
there is wider scope for crafting cultural than social identities, both kinds of
identities are sites of struggle and are shaped by unequal power relations.
4 B. ALLEYNE
I could easily extend this list, but as it is here, it will serve our purposes.2
Sociologists are interested in understanding human life in its social
and collective aspects. A key question for the sociologist is: what are the
structures and processes that enable and constrain social life? Sociologists
(almost all of what I say here also applies to social and cultural anthro-
pologists) take all aspects of social life as potential material for investi-
gation, from language and culture to technology and politics. We use a
wide range of methods to generate sociological knowledge, from social
surveys to participant observation, from textual analysis to statistical
analysis. We treat everyday life as if it were strange, and we show how
the seemingly strange for us is often everyday life for others. People
who do not understand or like what sociologists do often accuse us of
writing long articles on trivial matters. This criticism is misguided. The
everyday social world as we experience it is far from trivial: it is much
more than its surface appearance. When we seek to integrate history,
biography, and social issues into our research, we are engaging in
2
There is an extensive theoretical literature on culture (Eagleton, 2016; Oswell, 2010;
Smith & Riley, 2008).
6 B. ALLEYNE
3
The concept of ‘parent class’ comes from object-oriented software design and program-
ming; for an accessible tutorial on object orientation, see: https://www.codeproject.com/
Articles/1137299/Object-Oriented-Analysis-and-Design
INITIALISE (KEY IDEAS) 7
hardware. While source code has meaning for anyone who understands
how to read the language in which that code is written, the intended
meaning of that code in action is only realised when it is executed on an
actual computer. Writing and editing computer code, and reading and
reviewing code, all together constitute a core practice—an element of cul-
ture—among those geeks who are hackers. Though the writing of code is
generally a solitary activity pursued in often anti-social hours and environ-
ments, it is through adding that code to a wider software project (nowa-
days, few software projects of any size are the result of the work of a single
programmer) that the creativity and skill of the computer geek are actual-
ised and recognised. I am not writing here about hacker movements, on
which there is a large and growing body of literature (e.g. Alberts &
Oldenziel, 2014; Coleman, 2012; Jordan, 2017; Kelty, 2008; Söderberg,
2008), but about stories told by and about geeks and hackers.
Geek culture includes but is not defined by a general technophilia; it
encompasses different political imaginaries, different kinds of hacker iden-
tities and hacking activities, different platforms and genres, and different
media practices (Coleman, 2012; Kelty, 2005). Geek cultural identity
emerges from the subject position of being a technically skilled actor
knowing, playing, contesting, and making in a world of ubiquitous digital
technologies. Before we spoke and wrote of computer geeks, we had tin-
kerers, autodidacts, savants, inventors, and amateur scientists, all of whom
I would count as geeks in a generic sense.4 Intense curiosity about tech-
nology (especially the digital kind) is a distinguishing geek trait, but since
curiosity is a universal human trait, we cannot define geeks solely in terms
of curiosity. The history that lies behind the tinkering and curiosity that
typifies the geek goes back a long way and touches every society and cul-
ture, but real geeks are not found in all ages and all places. Geeks as we
know them emerge as a social type at a time and in quite specific social
settings in the late twentieth century (Woo, 2018).
For anthropologist Christopher Kelty, geeks are members of a ‘recursive
public’, which he defines as ‘a group constituted by a shared, profound
concern for the technical and legal conditions of possibility for their own
association’ (Kelty, 2005, p. 185). The Internet lies at the core of computer
geek culture. Geeks are not just people whose curiosity is satisfied by the
4
It is tempting to project geeks and hackers back in time: pre-print textual culture could
be viewed as a form of hacking, according to Kennedy (2015), in a work on ‘medieval
hackers’.
8 B. ALLEYNE
Web in a way that was not possible before; geeks are especially interested in,
and indeed some build and maintain, the information technology that
underlies and enables the World Wide Web. Wikipedia is the ultimate geek
artefact: a commons-based global open access knowledge store that allows
(almost) anyone anywhere to contribute, but where expert knowledge
tends to filter up through the rounds of scrutiny and open editing.
Wikipedia, like geek culture, is potentially universal but is not actually so:
most of the content is created in the major languages, with English pre-
dominating, and what counts as important is what matters to a demo-
graphic of mainly Western, male, formally educated users. Information
networks in the real world display a tendency to concentrate power and
influence at a few strategic nodes; most people who contribute to online
culture are part of a long tail with little influence or audience (Galloway &
Thacker, 2007; Lovink, 2011).
Most of what I asserted about geek culture applies to hacker culture,
which comprises identities, artefacts, practices, and relationships that
revolve around computing. Hackers are a kind of geek. While taking
hacker culture to be a substantial subset or a subclass of the more generic
geek culture I mapped earlier, I remain aware that hacking has evolved its
own distinct character. Hacking involves computer programming, com-
bining hardware and software in often unconventional ways, and building
and modifying and re-purposing digital object. Hacking involves a range
of material practices, from the clandestine to the openly shared, ranging
across software, hardware, culture, and politics (Jordan, 2008). The pio-
neering hackers who emerged from the counterculture of the late 1960s
and early 1970s were motivated by a desire to wrest the computer away
from the exclusive control of big corporations and the state and transform
it into a tool for individual creativity and learning (Turner, 2006). The
1980s saw the emergence of new kinds of hackers, who operated clandes-
tinely with the aim of cracking computer networks for reputation, to do
sabotage, or for personal gain.
There is a distinctive political aspect to many kinds of hacking, for
which hacktivism is a good term. Hacktivism involves using the skills and
technologies developed in hacker cultures—Free Software, hardware, and
sometimes clandestine—to advance political aims (Jordan, 2004; Sorell,
2015; Tanczer, 2016). As the term implies, ‘hacktivist’ combines ‘hacker’
with ‘activist’. In this case, the hacker is using his or her hacking skills
towards clearly defined political ends that cannot always be reduced to the
politics of either clandestine or open hacking. Given the varied political
INITIALISE (KEY IDEAS) 9
Methodology
Storytelling is an area of geek culture that is under-explored. Several
researchers have used story material in their work on geek and hacker cul-
tures (e.g. Coleman, 2012; Levy, 2010; Lin, 2004; Woo, 2018), but none
have done the kind of sociological analysis of geek narrative that I essay
here. Perhaps not surprisingly, given that anthropology has long had an
interest in narrative methodology, we find that it is two ethnographers
who have made extensive use of narrative material in their research on
geek/hacker culture (even though narrative was not their central con-
cern): Coleman (2012, chapter 1) used hackers’ personal narratives to
construct a composite life history of a generic Free Software hacker, while
Kelty (2008) used geeks’ stories to illuminate geeks’ social imaginary and
politics. In sociological narrative approaches, we work with an explicit
10 B. ALLEYNE