How did WarGames become the geek-geist classic that
legitimized hacker culture, minted the nerd hero — and maybe even
changed American defense policy? Related question: Shall we play a game? —Wired
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Hmm... if I ever teach a "Media and Culture" course on cyberspace (aesthetics, ethics, history, etc.), that might be a good choice.
This comment is going to be semi-unrelated to the above posting. It is so funny you bring up WarGames. I was watching a new version of the film entitled WarGames: The Dead Code and it made me think of MWG: Videogaming. Have you ever considered including the film Hackers as one of the movies that students could choose from to watch?