In computing and technology, a hack denotes a clever, resourceful, and often unconventional solution to a technical challenge, such as optimizing code, circumventing system limitations, or improvising hardware modifications without causing harm. The term originated in the 1950s at the Massachusetts Institute of Technology (MIT), where students in the Tech Model Railroad Club applied "hack" to describe elaborate, playful engineering feats and practical jokes involving switches, signals, and early computing equipment, emphasizing ingenuity over destruction.[1][2] This usage evolved from broader English slang for rough improvisation, but at MIT it connoted elegant problem-solving under resource constraints, as computers were costly and access limited, fostering a culture of efficient shortcuts among programmers.[3]By the 1960s and 1970s, "hack" extended to software development, celebrating code that achieved novel results through deep system understanding, as seen in early AI and ARPANET experiments.[2] However, from the 1980s onward, the term increasingly referred to unauthorized intrusions into secure systems, a narrower and more pejorative application driven by high-profile security breaches and popularized in media, diverging from its foundational positive sense in hacker ethos.[4] This dual meaning persists, with "white-hat" hacks denoting ethical vulnerability testing and "life hacks" adapting the concept to everyday efficiencies, though the original MIT spirit prioritizes creative mastery over exploitation.[5] Notable achievements include foundational contributions to open-source software and Unix development, where hacks enabled rapid innovation, while controversies arise from conflating exploratory tinkering with criminal activity, often amplified in public discourse.[2]
Computing and technology
Hacker as innovative programmer
The concept of a hacker as an innovative programmer emerged in the 1960s at the Massachusetts Institute of Technology (MIT), particularly within the Tech Model Railroad Club (TMRC), where members used the term to describe individuals who applied ingenuity to produce clever, elegant technical solutions or "hacks," often in a playful manner distinct from mundane engineering.[6][7] These early hackers, working with systems like the TX-0 and PDP-1 computers, prioritized resourceful problem-solving over conventional protocols, exemplified by the development of Spacewar! in 1962, a seminal interactive game that pushed hardware limits through creative coding techniques.[7]This ethos was formalized in the hacker ethic, as outlined by Steven Levy in his 1984 book Hackers: Heroes of the Computer Revolution, which codified principles including the free sharing of information, opposition to centralized authority, and the belief that computers should empower individuals to improve systems and society through hands-on experimentation.[8] The ethic rejected artificial barriers to knowledge, viewing programming not as drudgery but as a form of decentralized innovation, where hacks—such as custom scripts or tools—enabled efficient circumvention of inefficient processes.[7] These ideas were preserved in the Jargon File, a glossary of hacker terminology first compiled around 1975 from MIT's Artificial Intelligence Laboratory traditions, defining a "hack" as an elegant, quick-witted solution to a technical challenge.[9]Prominent figures embodied this innovative spirit, such as Richard Stallman, who in September 1983 announced the GNU Project to create a free Unix-like operating system, driven by hacker values of open access and collaborative improvement rather than proprietary control.[10] GNU's recursive acronym ("GNU's Not Unix!") reflected the playful yet purposeful ingenuity central to hacker culture, influencing subsequent open-source developments by prioritizing first-principles redesign over incremental vendor-driven changes.[10] This tradition distinguished hackers from mere programmers by emphasizing causal efficiency—crafting minimal, effective code that revealed underlying system truths—over bureaucratic compliance or superficial optimization.[7]
Unauthorized access and cyber intrusions
In computing, unauthorized access refers to the illicit entry into computer systems, networks, or data without permission, often termed "hacking" in its malicious form, distinct from authorized testing or innovation. This practice evolved from early telephone system manipulations known as phone phreaking, where individuals exploited signaling tones to bypass billing, as exemplified by John Draper's 1971 discovery that a toy whistle from Cap'n Crunch cereal produced a 2600 Hz tone mimicking AT&T's long-distance control signal, enabling free calls.[11][12] By the late 1980s, focus shifted to digital networks with the Morris Worm, released on November 2, 1988, by Robert Tappan Morris; this self-replicating program exploited buffer overflows in programs like fingerd and sendmail, infecting approximately 6,000 machines—about 10% of the then-internet—causing widespread slowdowns due to its aggressive propagation rather than sophisticated evasion.[13][14]Subsequent cyber intrusions scaled with internet growth, often driven by state actors or criminals targeting high-value data. The 2014 Sony Pictures attack, claimed by the Guardians of Peace group, involved malware that wiped systems and leaked terabytes of emails, films, and executive data; the FBI attributed it to North Korean military hackers, motivated by the studio's film The Interview, which satirized Kim Jong-un, highlighting how geopolitical grievances can fuel destructive intrusions.[15] Corporate negligence amplified vulnerabilities, as in the 2017 Equifax breach, where attackers exploited an unpatched Apache Struts flaw (CVE-2017-5638, disclosed March 2017) that Equifax failed to remediate promptly, exposing sensitive data of 147 million individuals including Social Security numbers and credit histories.[16][17]Distinctions persist between black-hat hacking—criminal unauthorized access for theft, disruption, or espionage—and white-hat ethical hacking, where professionals simulate attacks to identify weaknesses, often certified through programs like the Certified Ethical Hacker (CEH) credential from EC-Council, established to formalize authorized penetration testing.[18] Empirical data underscores that most breaches arise from mundane causal factors rather than elite technical prowess: the 2024 Verizon Data Breach Investigations Report (DBIR) found human elements (e.g., phishing, stolen credentials) involved in 68% of incidents, with vulnerability exploitation in only 14% as the initial vector, often tied to delayed patching or misconfigurations rather than novel exploits.[19][20] This pattern reflects systemic failures in security hygiene, where outdated software and user errors provide low-barrier entry points, enabling intrusions that could be mitigated through routine updates and training.[21]
Life hacks and efficiency shortcuts
The term "life hack" emerged in tech circles around 2004, when journalist Danny O'Brien coined it to describe developers' ad hoc techniques for optimizing personal routines, drawing from software shortcuts observed at conferences like O'Reilly's Emerging Technology event.[22][23] This repurposed "hack" from its computing roots—ingenious, systemic problem-solving—into broader efficiency tips, popularized by sites like Lifehacker, launched on January 31, 2005, by Gawker Media to catalog such shortcuts for non-technical users, such as bundling cables with rubber bands or folding fitted sheets via geometric tucking.[24][22]Certain life hacks demonstrate causal effectiveness through controlled studies, distinguishing them from unverified anecdotes. The Pomodoro Technique, involving 25-minute focused work intervals followed by 5-minute breaks, leverages ultradian rhythms to sustain attention; a 2018 University of Illinois study linked similar short-break protocols to a 40% focus boost via reduced cognitive fatigue, while remote worker trials reported up to 40% higher task completion rates.[25][26] Time blocking, assigning fixed slots to tasks, enhances output by minimizing context-switching costs, with research showing it reduces decision fatigue and increases daily throughput by structuring discretionary time against habitual drift.[27] Using multiple monitors expands effective workspace, empirically raising productivity by 42% in office simulations through faster information access and fewer window toggles, per Jon Peddie Research analyses.[28]However, many purported life hacks rely on anecdotal reports without rigorous validation, often yielding placebo effects or failing under replication; cognitive psychology highlights how vivid personal stories override statistical scrutiny, inflating perceived utility for untested tips like "power posing" for confidence, debunked in meta-analyses for lacking consistent hormonal impacts.[29] This proliferation trivializes the original hacker ethos of deep, first-principles reconfiguration—e.g., rewriting codebases for scalability—replacing it with superficial patches that sidestep root causes, such as environmental redesign over mnemonic tricks for memory.[30] Critics argue the term's dilution fosters a culture of ephemeral fixes, prioritizing virality over enduring systemic gains, as evidenced by the overload of low-evidence content on platforms post-2010, which erodes discernment between causal interventions and mere conveniences.[31] True efficiency demands prioritizing empirically robust methods, like those above, while discarding hacks absent causal evidence from randomized trials or longitudinal data.
General verbal and nominal uses
Verb: to cut or chop crudely
The verb hack, in its primary sense, denotes cutting or chopping with rough, irregular strokes, originating from Old Englishhaccian (or -haccian), attested around the year 1000, meaning to strike or cut with repeated heavy blows akin to hewing or mangling.[4] This Proto-Germanic root hakkōną, implying chopping or hoeing, reflects a physical action exploiting blunt force over finesse, as seen in early medieval tools for severing timber or underbrush through percussive impacts rather than clean shearing.[3] By Middle English, the term had solidified to describe inexpert or jagged severance, distinguishing it from precise incisions like those from a saw or scalpel, and persisted in agrarian contexts where farmers used adzes or billhooks to hack paths or felled growth in uneven terrain.[32]Historical applications underscore this crude utility: in 16th- and 17th-century accounts of warfare and labor, hack evoked battlefield hewing with edged weapons, as in Elizabethan texts depicting soldiers slashing through armor or flesh with downward, momentum-driven strokes that prioritized disruption over surgical accuracy.[33] For instance, the action's inefficiency in controlled cutting—yielding splintered edges from compressive fracture rather than tensile separation—mirrors its use in woodcraft, where repetitive hacking conserved leverage for unyielding materials but often resulted in wasted material from over-penetration or glancing blows.[34]Biomechanically, hacking relies on axial loading from tool inertia and user swing kinetics to propagate cracks via impact energy, enabling efficiency in tasks like log splitting by minimizing sustained force application, though it incurs higher variability in cut depth and direction compared to slicing's tangential shear stresses that demand sharper edges and steadier control.[35] This causal dynamic—wherein momentum overcomes material resistance at the cost of precision—explains its suitability for survival or clearing operations, as evidenced in experimental analyses of percussive versus draw cuts on organic and fibrous substrates.[36]
Noun: mediocre or exploitative worker
In English usage, "hack" as a noun refers to a person who performs routine, uninspired, or exploitative labor for hire, often producing low-quality or formulaic output in fields such as journalism, writing, or politics, with the implication of prioritizing financial gain over skill, originality, or integrity.[4] This derogatory sense derives from "hackney," originally denoting an ordinary horse available for hire in the 17th century, which by extension applied to any overworked or commonplace hireling; the human application emerged around 1700 to describe drudges or hired laborers lacking distinction.[3] By the early 19th century, "hack writer" specifically targeted authors churning out mediocre prose for mass-market publications like the penny press, which proliferated after 1833 and favored sensational, templated stories to maximize sales amid rising literacy and cheap printing technologies, often at the expense of factual rigor.[37]In politics, the term "political hack" characterizes operatives who advance partisan agendas through rote loyalty rather than merit or policy acumen, a pattern rooted in the U.S. spoils system formalized under President Andrew Jackson's administration starting in 1829, whereby approximately 10-20% of federal positions—over 50,000 by some estimates—were distributed as rewards for electoral support, leading to documented inefficiencies such as patronage-driven corruption in agencies like the Post Office.[38] Empirical analyses of this era, including post-Civil War reports, link such appointments to elevated mismanagement risks, with unqualified hacks contributing to scandals like the 1870s Crédit Mobilier affair, where political favoritism over expertise enabled graft.[39] Reforms like the Pendleton Civil Service Act of 1883 curtailed this by mandating merit-based hiring for 10% of positions initially, expanding to cover most federal jobs by 1940, though vestiges persist in advisory roles.[40]Contemporary manifestations in journalism stem from incentive misalignments in digital media economies, where ad revenue models since the mid-1990s—accelerated by platforms capturing 65% of U.S. digital ad spend by 2020—favor high-volume, low-effort content like clickbait over resource-intensive investigations, correlating with a 50% drop in Freedom of Information Act requests from local newspapers between 2014 and 2019 and an overall loss of 2,500 U.S. newspapers since 2005.[41][42] This shift has empirically reduced investigative output, with studies showing mainstream outlets prioritizing viral sensationalism—evident in a 2024 analysis of headline evolution toward emotive framing—over substantive reporting, as outlets like those in the digital era allocate fewer resources to long-form probes amid a 71% decline in local newsrooms since 2005.[43] Such patterns reflect causal pressures from audience metrics rather than individual failings, though they yield outputs criticized for superficiality akin to 19th-century hacks.[44]
Animals
Hackney horse
The Hackney horse is a breed originating in eastern England, particularly Norfolk, where selective breeding of Norfolk Trotters for elegant style, speed, and trotting ability began in the mid-18th century. These foundational horses, known for their powerful yet refined build, were crossed with Thoroughbred stallions such as Shales and Healey to enhance performance in harness work and under saddle. By the 19th century, the breed had gained prominence for its animated, high-stepping trot, which emphasized knee and hock action while maintaining a level topline. The Hackney Horse Society, established in Norwich in 1883, formalized breed standards and maintained a stud book tracing lineages back to 1755, promoting the horse's utility in roadster and trotting disciplines.[45]Physically, Hackney horses typically stand 14.2 to 16.2 hands (58 to 66 inches) at the withers and weigh 1,000 to 1,200 pounds (450 to 545 kg), exhibiting a compact, muscular frame with a well-arched neck, prominent shoulders, and strong hindquarters suited for propulsion. Their hallmark is the exaggerated "hackney gait," a rapid trot with pronounced flexion of the forelegs and hocks, bred for visual appeal and efficiency over moderate distances rather than extreme endurance. Coat colors include bay, black, and chestnut, often with white markings on the face and legs. The breed's conformation prioritizes balance and athleticism, though selective emphasis on action has occasionally led to critiques of exaggerated traits potentially straining joints.[46][47]In the 19th century, Hackneys dominated trotting competitions, with records such as the marePhenomenon covering 17 miles in 53 minutes in 1832 under saddle, showcasing their speed and stamina in harness racing before the automobile era diminished demand. Exported widely to the United States and Europe, they influenced roadster breeds and excelled in informal races emphasizing trot quality over galloping. Today, Hackneys are primarily featured in show rings for pleasure driving, harness exhibitions, and under-saddle classes, where their vibrant movement earns high marks in breed-specific competitions governed by organizations like the American Hackney Horse Society. Genetic heritage from trotting foundation sires contributes to their sustained energy, though populations remain small, with conservation efforts focusing on preserving working versatility amid modern equestrian shifts.[47][48]
Sports
Amateurish play in golf
In golf, a "hack" describes an amateur player whose swings are characterized by unskilled, forceful chopping motions that mimic crude axe work, often producing large divots and mishits such as fat or thin contact.[4][49] This erratic technique deviates from the smooth, sequenced kinematics of elite swings, prioritizing power over precision and leading to inconsistent ball flight and distance control.Empirically, hacking correlates with poorer performance metrics, including average handicaps exceeding 20 for unskilled amateurs—far above the overall male average of 14.2 and contrasting with professional indices around +5.4, which reflect sub-scratch play on par-72 courses.[50][51][52] Causal factors include flawed biomechanics, such as inadequate weight shift from trail to lead side, which disrupts low-point control and exacerbates mishits by positioning the swing arc prematurely or erratically through impact.[53]Amateurs frequently adopt "hack" as self-deprecating terminology for their play, acknowledging its limitations without stigma in casual contexts.[54] However, targeted coaching emphasizing foundational elements like neutral grip pressure and balanced stance has proven effective in reducing hacking tendencies, with data from instructional programs showing measurable handicap reductions through repeated drills on these mechanics.[55][56]
Stroke technique in rowing
In rowing, "hacking" describes a suboptimal and inefficient execution of the stroke, particularly a rough or abrupt immersion of the oarblade during the catch phase, often resulting in splashing and disrupted boat momentum.[57] This contrasts with optimal technique, which prioritizes a clean, precise entry to minimize drag and enable effective propulsion through legdrive and bodyleverage.[58] Coaches frequently warn against hacking, as it indicates poor timing or excessive force application, leading to energy loss rather than gain; for instance, instructions emphasize that "the best catches don't come from hacking the blade into the water."[57]The catch phase itself involves the rower at full slide compression, with shins vertical and arms extended to place the blade square and fully submerged just below the water's surface before applying pressure.[59]Hacking disrupts this by introducing turbulence, which empirical observations in coaching link to reduced stroke efficiency and slower overall boat speed, as the initial drive phase fails to transfer force effectively from the oarlock to the hull.[58] Proper avoidance of hacking aligns with biomechanical principles favoring vector alignment between the blade's perpendicular water entry and the rower's leg extension, preventing "checking" the boat's run.[60]Training drills to eliminate hacking focus on body preparation and blade control, such as "quick hands away" exercises or video analysis of entry timing to ensure submersion occurs without surface disruption.[60] In competitive contexts, like ergometer sessions or on-water sprints, persistent hacking correlates with higher stroke rates but lower power output per stroke, as measured by drag factor inconsistencies and incomplete blade engagement.[61]Elite programs, including those at university levels, incorporate cues like "tap down smoothly" to foster precision, reducing the risk of feathering errors or crab catches that hacking exacerbates.[62]
Transportation
Hackney carriage
A hackney carriage was a horse-drawn vehicle licensed for public hire in urban areas, primarily originating in London during the early 17th century as a means of for-hire transport distinct from private coaches. These four-wheeled carriages, drawn by one or two horses, allowed passengers to be picked up from streets or stands, providing a paid alternative to walking or less comfortable omnibuses. The term "hackney" derived from the practice of hiring out ordinary horses for routine use, evolving into a designation for rentable conveyances that emphasized availability over luxury. By the mid-17th century, their proliferation prompted regulation; in 1654, Oliver Cromwell instructed London's Court of Aldermen to oversee drivers and fares to curb disorder from unregulated operations.[63][64]The shorthand "hack" emerged by the 19th century to denote both the vehicle and its driver, reflecting the utilitarian, workhorse nature of the service akin to a hired nag. This era saw hackney carriages integral to urban mobility, enabling faster travel than foot or shared stagecoaches in growing cities, though exact quantitative impacts like reduced walking times remain anecdotal without precise pre-subway metrics; they nonetheless facilitated commerce and personal movement in congested streets where alternatives were limited. Regulatory responses addressed monopolistic tendencies, as operators controlled stands and fares, leading to exploitative pricing; the London Hackney Carriage Act of 1831 reformed these by standardizing licenses, imposing duties on carriages, and empowering commissioners to enforce fair rates and vehicle standards to prevent abuse while maintaining supply limits.[65][66]Hackney carriages transitioned to motorized forms in the early 20th century, with New York City introducing metered taxicabs in 1907 via imported vehicles painted yellow for visibility, marking the shift from horse-drawn to engine-powered public hire. This evolution preserved the core model of hailable, regulated transport but introduced medallion systems—formal licenses capping fleet sizes—to manage oversupply and ensure economic viability, as seen in NYC's 1937 Haas Act limiting issuance. In contemporary contexts, traditional hackney equivalents face disruption from ridesharing platforms, which empirical studies indicate offer 20-50% lower fares on average due to dynamic pricing and reduced overhead, though safety analyses reveal trade-offs: ridesharing correlates with higher overall traffic fatalities from increased vehicle miles traveled, despite per-ride incident rates potentially lower via driver ratings and tracking.[67][68]
Arts, entertainment, and media
Video games
Hack, a foundational roguelikevideo game, was programmed starting in 1981 by Jay Fenlason with contributions from other developers at Lincoln-Sudbury Regional High School and released in versions up to 1984.[69] It expanded on the 1980 game Rogue by introducing gameplay elements such as shops for item purchases, a pet dog companion that follows the player, multiple character classes, and an increased variety of monsters, items, and spells.[70] Core mechanics include turn-based movement and combat in procedurally generated dungeons, where players retrieve the Amulet of Yendor while managing permadeath, inventory limits, and identification of magical artifacts through experimentation.[70]This game directly inspired NetHack, an open-source successor first released in 1987 and continuously developed by the NetHack DevTeam into the present day. NetHack retains and builds upon Hack's turn-based roguelike framework, emphasizing strategic depth through randomized levels, complex interactions between items and monsters, and community-driven variants that extend its longevity via mods and ports across platforms. Reception highlights its procedural generation for high replayability and emergent storytelling, though critics note a steep learning curve from opaque mechanics and high difficulty requiring extensive trial-and-error.[69]The .hack series, developed by CyberConnect2 and published by Bandai Namco, comprises action role-playing games released primarily for PlayStation 2 from 2002 to 2007, with later remasters.[71] Titles like .hack//Infection (December 2002 in Japan), .hack//Mutation, .hack//Outbreak, and .hack//Quarantine form the initial tetralogy, followed by .hack//G.U. volumes in 2006–2007, centering a meta-narrative where protagonists investigate a virus plaguing the fictional MMORPG "The World," trapping real players' consciousnesses in a coma-like state.[71]Gameplay features real-timecombat with party-based mechanics, the signature "Data Drain" ability to hack and analyze enemies for data fragments, and simulated online elements like email and message boards to advance the plot across linked volumes.[72] The series is lauded for pioneering isekai-like themes of virtual entrapment before their mainstream rise, blending anime-style storytelling with RPG progression, but critiqued for repetitive dungeon crawling and combat that prioritizes narrative over mechanical innovation.[71]
Music
Information Society's second studio album, Hack, released on October 26, 1990, by Tommy Boy Records, blends synthpop with emerging industrial and freestyle elements, marking a shift toward heavier electronic experimentation from the band's self-titled debut.[73] The record features tracks like "Think" and "What's on Your Mind", with production emphasizing sampled loops and aggressive beats, though it achieved moderate commercial success without surpassing the debut's sales figures.[73]Death Grips' "Hacker", the closing track on their 2012 album The Money Store released April 24 via Epic Records, exemplifies experimental noise-rap with chaotic production, screamed vocals, and lyrics evoking digital subversion and post-urban decay.[74] Critics noted its explosive intensity as a hallmark of the group's abrasive style, influencing underground hip-hop scenes despite limited mainstream radio play.[74]Punk bands adopting "Hack" or variants in their names, such as Denver's The Hacks with their 2010s street punk releases like Landlords, Backstabbers and Motherfuckers, draw from DIY ethics akin to early hacker subcultures, prioritizing raw, anti-establishment energy over polished production.[75] Similarly, Australia's Hack The Mainframe, active since the mid-2010s, channels 1990sskate punk in EPs featuring fast tempos and themes of rebellion, maintaining niche followings through independent circuits rather than broad streaming dominance.[76] These works generally exhibit underground persistence, with Spotify streams for tracks like "Hacker" exceeding millions but confined to genre enthusiasts.
Film and literature
Hack! is a 2007 American independent horror-comedy film written and directed by Matt Flynn.[77] The plot follows seven college students who travel to a remote island owned by the eccentric Vincent King, portrayed by Jon Culpepper, for a supposed ecological study; they soon encounter a series of murders styled after classic horror film tropes, revealing King's obsession with recreating slasher scenarios.[78] The film employs meta-humor by having characters reference horror conventions amid the killings, blending satire with gore.[79] It received mixed reception, earning a 4.1/10 rating on IMDb from over 2,300 users and 18% on Rotten Tomatoes, appealing primarily to niche fans of low-budget meta-slashers.[77][80]Hack (1997) is a short drama film directed by Constance L. Hoy.[81] Centered on Don Theison, a struggling writer who supplements income by illegally "hacking" cab fares in an unspecified urban setting, the narrative explores themes of artistic frustration and economic desperation through his encounters as an unlicensed driver.[81] With a runtime under 30 minutes and limited distribution, it holds a 5.8/10 IMDb rating from fewer than 20 reviews, reflecting its obscurity outside festival circuits.[81]In literature, "Hack: Stories from a Chicago Cab" (2011) by Dmitry Samarov collects anecdotal vignettes from his experiences as a taxi driver, portraying the "hack" life of navigating passenger quirks, urban decay, and physical tolls in Chicago's streets.[82] Samarov, a former artist turned cabbie, emphasizes raw, unfiltered realism over sensationalism, drawing from over two decades of shifts to critique service industry monotony.[83] The book, published by University of Chicago Press, garnered praise for its authentic voice but limited mainstream acclaim, with Goodreads averages around 3.5/5 from hundreds of readers.[84]James Lee Burke's short story "Hack," published in Quarterly West No. 10 (Winter/Spring 1980), depicts a gritty tale of moral ambiguity in a Southern underbelly, aligning with Burke's early explorations of crime and redemption before his Dave Robicheaux series fame.[85] The typescript draft, inscribed and rare, underscores its origins in literary magazines favoring terse, character-driven narratives over pulp excess.[86] Such works often satirize the "hack" as a compromised everyman, echoing broader literary uses of the term for mediocrity or survival hustles in 20th-century fiction.
Other creative works
Hack/Slash is an American comic book series created by Tim Seeley, featuring protagonist Cassie Hack, a survivor-turned-vigilante who combats "slashers"—supernatural serial killers that resurrect after death.[87] The series debuted with a 2004 one-shot from Devil's Due Publishing, followed by additional one-shots and an ongoing title that shifted to Image Comics in 2007, spanning over 200 issues across various volumes until 2015, with revivals and specials continuing into the 2020s. Core narratives explore themes of trauma and vengeance, with Cassie wielding melee weapons to dismember slashers, often aided by her companion Vlad, a former sideshow strongman.[87]In theater, "Critical Mass II: Return of the Hack" premiered at the 1998 Edinburgh Festival Fringe, a satirical revue by critics Ian Shuttleworth and Richard Hurst that mocked the event's promotional tactics, media hype, and artistic pretensions.[88] Performed August 5–29 at the Gilded Balloon II's Wee Room, the show incorporated audience interaction, such as urging votes in rigged polls, to parody Fringe self-promotion.[89] It built on a prior year's production, using "hack" to evoke mediocre or sensationalist performers and journalists critiquing the festival.[90]Indie webcomics titled Hack have appeared in platforms like Tapas, depicting corporate tech environments through episodes on company meetings and programmer dynamics, reflecting niche 2010s trends in autobiographical digital strips.[91] These works often allegorize "hacking" as navigating bureaucratic or innovative shortcuts in professional life, though festival and sales records indicate limited mainstream traction beyond online communities.