“The Right to be Wrong": Science fiction, gaming, and the cybernetic imaginary in Kon-Tiki: A path to the Earth (1985-86)
Publication Type
Journal Article
Publication Date
11-2019
Abstract
Our understanding of the 1980s in the Soviet Union is inextricable from the period's status as the last decade of the country's existence—any other approach would require a fancy leap of the imagination. Mikhail Pukhov's science fiction novel Kon-Tiki: A Path to the Earth performs just such a leap in the strict sense of the term. Pukhov's novel combines a futuristic setting of space travel and electronic gaming, with an eye to promoting the enlightenment agenda of the national computer literacy campaign. This imbrication of literary, digital, and social elements does not square with the received historical account of computing, according to which the Soviet failure to mass-produce personal computers was both a marker of and a contributor to the political failure of the system. Serialized in 1985–86, just before the advent of glasnost´ and perestroika, Kon-Tiki's visions also do not closely match the dominant chronology of political ruptures.
Discipline
Modern Literature | Philosophy
Research Areas
Humanities
Publication
Kritika
Volume
20
Issue
4
First Page
755
Last Page
781
ISSN
1531-023X
Identifier
10.1353/kri.2019.0065
Publisher
Slavica Publishers
Citation
TATARCHENKO, Ksenia.(2019). “The Right to be Wrong": Science fiction, gaming, and the cybernetic imaginary in Kon-Tiki: A path to the Earth (1985-86). Kritika, 20(4), 755-781.
Available at: https://ink.library.smu.edu.sg/soss_research/3187
Additional URL
https://doi.org/10.1353/kri.2019.0065