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Female hackers almost never wear visible makeup, and many use none at all. |
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Omnivorous, but usually includes lots of science and science fiction. The typical hacker household might subscribe to Analog, Scientific American, Whole-Earth Review, and Smithsonian (most hackers ignore Wired and other self-consciously 'cyberpunk' magazines, considering them wannabee fodder). Hackers often have a reading range that astonishes liberal arts people but tend not to talk about it as much. Many hackers spend as much of their spare time reading as the average American burns up watching TV, and often keep shelves and shelves of well-thumbed books in their homes. |
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Some hobbies are widely shared and recognized as going with the culture: science fiction, music, medievalism (in the active form practiced by the Society for Creative Anachronism and similar organizations), chess, go, backgammon, wargames, and intellectual games of all kinds. (Role-playing games such as Dungeons and Dragons used to be extremely popular among hackers but they lost a bit of their luster as they moved into the mainstream and became heavily commercialized. More recently, Magic: The Gathering has been widely popular among hackers.) Logic puzzles. Ham radio. Other interests that seem to correlate less strongly but positively with hackerdom include linguistics and theater teching. |
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Physical Activity and Sports |
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Many (perhaps even most) hackers don't follow or do sports at all and are determinedly anti-physical. Among those who do, interest in spectator sports is low to non-existent; sports are something one does, not something one watches on TV. |
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Further, hackers avoid most team sports like the plague. Volleyball was long a notable exception, perhaps because it's non-contact and relatively friendly; Ultimate Frisbee has become quite popular for similar reasons. Hacker sports are almost always primarily self-competitive ones involving concentration, stamina, and micromotor skills: martial arts, bicycling, auto |
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