Over the past few weeks I’ve had the pleasure of reading casually just a bit in two books. First, I’ve read most of Michael Z. Newman’s Atari Age: The Emergence of Video Games in America (MIT 2017), and at the same time, I discovered Christine A. Finn’s Artifacts: An Archaeologist’s Year in Silicon Valley (MIT 2001). Both books offer distinctive impressions of late 20th century digital culture and contribute in some way to my long term research trajectories.
The utility of Newman’s book is more immediate. He frames the emergency of video game in the 1970s and 1980s against the backdrop of the video arcade with its seedy reputation inherited from gaming parlors of the early 20th century. (In my own experience, I never really understood why my parents did not let me go to the Silver Ball Arcade as a kid. There was something seedy about it in my parents’ mind (and a waste of money) that placed that space out of bounds for me and my brothers). Atari’s success involved translating the thrill of arcade games while domesticating them. The early advertisements for Atari, then, emphasized their domestic setting and showed families playing the games together. By the mid-1980s, however, the idyllic family setting had taken on a more male slant as mothers and daughters disappear and fathers, sons, and brothers remained, but still in the relative comfort of the domestic environment. The domestication of the arcade took place in two stages with the first locating the games at home among the entire family and the second returning game play to a male realm while still safely ensconced in the home. The final stage involved transporting the players from the home to the fantasy world of the game which almost alway was encoded male. Sports, war, and adventure outside the home (in space, in fantastic worlds, or as the protagonist of a feature film) remained the male domain for most of the 1980s (and perhaps today) as the safely domesticated games invited players to engage in less mundane adventures in fantastic landscapes.
Finn’s book was one of this books that I should have read earlier. Finn, an Oxford trained archaeologist who had a career as a journalist, traveled to Silicon Valley in 2000 to experience the most talked about landscape in late-20th century American geography. While the book isn’t exactly a tourist guide, like that offered by Forrest Mims Siliconnections (1986), Finn is clear that her work “is a kind of Cook’s tour of my own, a brief one, and from the perspective of an archaeologist as foreign correspondent” (xiii).
As someone who just wrote a tourist guide to a 21st century landscape, I was thrilled to find that someone else had had this idea before me. Finn is a better writer than I am, but she also views Silicon Valley less through the lens of the tourist and more as a journalist. In particular, she focused on the characters whom she met during her travels. More than that, though, she demonstrates a keen eye for history and change in the Silicon Valley landscape and the often ironic efforts to reclaim some of the historical landscape of the Valley, but in a way that does not disrupt development and a sense of progress. A historic cherry farm gives way to high end shopping that includes a shop that sells imported cherries and cherry themed gifts. A retired computer engineer recreates a rustic garden in his backyard including a writing shed to escape from the very bustle that allowed him this luxury. Historic buildings are celebrated and moved to more convenient locations for visitors coming to the region for technology related business or travel. The landscapes that Finn creates demonstrates the deep ambivalence toward the changes in our late-20th century world. Her book bridged the gap between William Least Heat Moon’s PrairyErth: (a deep map), which is filled with compelling characters, and my own book, The Bakken, where I tried (perhaps unsuccessfully) to push the changing Bakken landscape to the fore.