FU Zan’s Gaming Odyssey: Decoding China’s Computer Literacy through Joysticks
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DOI: 10.25236/ssehr.2024.002
Corresponding Author
Ren Binglin
Abstract
This paper investigates the pivotal contributions of FU Zan to the popularization of computer literacy in China, with a particular focus on his innovative use of game consoles as educational tools. At a time when personal computers were prohibitively expensive and largely inaccessible to the majority of Chinese families, FU recognized the potential of affordable game consoles to serve as an entry point to computer literacy. His advocacy for integrating keyboards with gaming systems played a significant role in popularizing multifunctional devices that blended both educational and entertainment functions. The paper examines how FU's vision aligned with broader societal and educational objectives in China, especially during the period of the Four Modernizations. It further explores how grassroots innovations, notably the development of commercial “educational computers”, helped bridge the digital divide, providing access to computing technology for ordinary families. Additionally, the paper contrasts this market-driven approach with top-down governmental initiatives, such as electrified education , which aimed to integrate technology into classrooms across the country. Through the lens of FU Zan’s work, this study underscores the intersection of grassroots innovation, government initiatives, and the unique socio-economic context of China's digital education landscape. FU Zan’s efforts, alongside those of other key figures, laid the groundwork for the widespread adoption of computer literacy in China, highlighting the critical role of accessible and affordable educational technologies in shaping the future of both technological and educational development.
Keywords
Educational Computers, Gaming Education, Edutaiment, Four Modernizations, Grassroots Innovation