Europäisierung
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Three processes provided a dynamic of violence that involved the whole continent of Europe in varying degrees. First, “total war” meant the escalation of violence applied to the entire population of enemy states. Second, “totalitarian” ideologies drew on the experience of war and sought to annihilate their own projected antagonists. Third, the tension between territory, peoples, and nation-states was resolved through ethnic violence. The worst episodes of violence, especially the Holocaust, combined all three processes. Democratic states were affected by the same violence but to a much lesser extent, due to inbuilt restraints. Determining whether this dynamic of violence was distinctively European or one dimension of a wider modernity means rethinking European history in a global historical context.
Rethinking the boundaries of Europe is an earnest exercise that calls for critical reconsideration of our existing spatio-temporal constructions. First of all, it should be established that this kind of an exercise does not only necessitate a re-mapping of the cartographical space within which “Europe” is placed, but more so a re-thinking of the intellectual space within which history is situated.
In the 1980s, when computers became affordable for private households, a hacker or cracking scene, which was the term used by members of this subculture, developed in several western and northwestern European countries. These (almost exclusively male) groups of adolescents ‘cracked’, copied and exchanged computer games. On the basis of magazines and published interviews with former members of this scene, this article shows how cracking became an important current in the broad spectrum of teenage subculture – with specific ethical codes and rituals of masculinity. Its members were by no means lone specialists who eschewed contact with the outside world, but rather developed their own forms of community and communication. This scene did not construe itself as a political counter-culture; it was rather part of the diversifying popular and consumer culture of the 1980s. In the early 1990s, when law enforcing agencies began to prosecute software piracy more resolutely, this computer subculture began to fade. However, it lived on in the field of computer graphics, in electronic music and in the growing IT sector.