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To cite this article: Rocío Carrasco (2014) (Re)defining the Gendered Body in Cyberspace: The
Virtual Reality Film, NORA - Nordic Journal of Feminist and Gender Research, 22:1, 33-47, DOI:
10.1080/08038740.2013.866597
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NORA—Nordic Journal of Feminist and Gender Research, 2014
Vol. 22, No. 1, 33–47, http://dx.doi.org/10.1080/08038740.2013.866597
ORIGINAL ARTICLE
(Re)defining the Gendered Body in
Cyberspace: The Virtual Reality Film
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ROCÍO CARRASCO
Departamento de Filologı´a Inglesa, University of Huelva, Huelva, Spain
ABSTRACT The contemporary interaction of the body with information, computing, and
communication technologies in Western societies has contributed to a change in our understanding
of the concept of the human being, while implying that old ideas surrounding corporeality need to
be rethought. It is contended here that the virtual reality film, with its focus on cyberspace, offers
opportunities for understanding the complex relationship between gender and information
technologies and creates spaces in which the gendered body can be reconsidered. Films like The
13th Floor, The Matrix, and Johnny Mnemonic display digital media and virtual subjects that
mirror our complex relationship with technology. The present paper proposes three different ways
of representing the interaction between humans and technology: “the penetrated body”, “the
cyber-body”, and “the simulated body”. This distinction responds to a hierarchy in which some
categorizations are more transcendent than others, and confer different degrees of flexibility
regarding the redefinition of the gendered body in the texts involved.
Introduction
The ubiquity of technology that characterizes contemporary Western culture and
society has contributed to a change in our understanding of the concept of the human
body, while opening up new areas for representation, such as the virtual world, or
cyberspace. Digital media simulate non-existent, realistic worlds by generating a
semblance of our reality. Examples of digital media include computer games, virtual
reality, television, and special effects used in Hollywood films, which display
simulated realms for audiences, users, and/or players. Simulation is a contested
condition, which has consequences for the depiction of the body in virtual domains,
implying that old ideas surrounding corporeality need to be rethought. Indeed,
cybernetics, as a set of media technologies, provides new ground for analysing
gender.1 The very concept of gender becomes notoriously contested in this context of
Correspondence Address: Rocı́o Carrasco, Departamento de Filologı́a Inglesa Avda. Tres de Marzo s/n
21071 Huelva, Spain. Email: rocio.carrasco@dfing.uhu.es
q 2014 The Nordic Association for Women’s Studies and Gender Research
34 R. Carrasco
blurred frontiers between mind and machine, body and machine, and human and
non-human. Consequently, gender is no longer a fixed category from which to
articulate and/or understand human experiences but a variable and unstable concept,
influenced by several factors, including technological developments.
Taking this idea as a starting-point, this article centres on popular Sci-Fi films in
which the issue of gender identity is problematic due to the relationship between an
organic human body and its technologically mediated representation. Hence, visual
media serve here as a meaningful tool for the analysis of gender. Films like Longo’s
Johnny Mnemonic (1995), Rusnak’s The 13th Floor (1999), Cronenberg’s eXistenZ
(1999), and the Wachowsky brothers’ The Matrix (1999) show these digital media in
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the form of the Internet, virtual reality, or computer games. In these films, simulated
spaces become the home of characters who cross rational boundaries and mingle with
the latest technology. This typology of movies, which I will refer to as “the virtual
reality film”, offers opportunities for understanding the complex relationship between
humanity and information technologies, in so far as the idea of sexed identities based
on gender opposition is put to the test. It is contended here that the virtual reality film
offers a number of devices for suggesting body images that go beyond dualistic
assumptions of gender and sex, although radical redefinitions of the human body are
never present in this popular cultural product. Still, some strategies are employed in
order to suggest the plurality and/or instability of the human body in cyberspace, such
as gender neutrality or gender as a continuum. In order to defend my claims about the
redefinition of the gendered body in Sci-Fi, I will make use of these concepts to refer to
the films’ interest in resisting rigid binary constructions of gender, whereby reality is
structured into a series of either/or oppositions, by suggesting the multiple, complex,
and multilayered selves we humans have already become. Although I contend that it is
not possible simply to step away from cultural constructions of gender, the virtual
reality film urges audiences to find new modes of conceptualization.
I propose that there are different ways of transcending the body, which are defined
in this article as: “the penetrated body”, “the cyber-body”, and “the simulated body”.
This distinction responds to a hierarchy in which some categorizations are more
transcendent than others, and confer different degrees of flexibility regarding the
redefinition of the gendered body in the texts involved. In this sense, the films
discussed in this article serve as illustrations of the three key categorizations
suggested for the body in technologically driven contexts.
As its theoretical framework, this article will draw on feminist-materialist analyses
of cyberculture, in particular the idea of “embodied subjectivity” articulated by Rosi
Braidotti in Metamorphosis: Towards a Materialist Theory of Becoming (2002) and
N. Katherine Hayles’s embodied notion of the posthuman subject, as presented in
How we Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics
(1999). Both Braidotti and Hayles argue for a material construction of reality in
which subjectivity and body are decentred as distinct units. In their examinations of
science, technology, and culture, they present a return to the body, yet a reconfigured
body that breaks away from gender and sex conventionalisms and is far from being
the organic repository of a single consciousness. My point is that this approach,
which rests on a non-dualistic understanding of human subjectivity, is crucial for the
analysis of popular films in which technology and biology interact. I will consider the
(Re)defining the Gendered Body in Cyberspace 35
notion of the embodied subject as it is suggested in the films under analysis, and go on
to address issues of gender, sex, and identity in order to defend my claims about the
redefinition of the gendered body in virtual contexts.
Following Deleuzian postulates, Braidotti argues for a symbiotic link between the
flesh and the machine, which she describes as a bond of mutual dependence (2002:
223). Far from being an essence, Braidotti redefines the body as “a play of forces,
a surface of intensities, pure simulacra without originals” (2002: 21). Taking as a
premise the idea that new technologies affect our perceptions, social interactions,
and material practices, she proposes a techno-human subject that merges into its
environment. This reconfiguration of the notion of the self favours the development
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of new subjectivities and offers alternatives that go beyond the traditional humanist
limitations. Braidotti notes that there is a paradox in her model of the embodied
subject, as it rests simultaneously on the historical decline of the mind – body
dichotomy and the proliferation of discourses about the body, resulting in the need
to elaborate values that are capable of dealing with the complexities of the current
times (2002: 244). Her challenge is to propose an embodied subject that lays the
foundations for a radical critique of power.2
Similarly, in How We Became Posthuman (1999), Hayles sees the inconsistencies in
prevailing scientific and cultural discourses that render the body as merely a container
for information and code and consider consciousness to be separated from the body. As
she sets out to defend, there is an interactive dynamic between subjectivity and the body.
She argues for the importance of retrieving embodiment and proposes the figure of the
posthuman body as an alternative to disembodiment in cyberspace. In the posthuman,
Hayles argues, “there are no essential differences or absolute demarcations between
bodily existence and computer simulation, cybernetic mechanism and biological
organism, robot teleology and human goals” (1999: 3). Her description of the
posthuman subject as a collection of heterogeneous components offers a new perspective
on what it means to be human. Posthuman subjectivity thus becomes the ideological
reflex of information environments. While acknowledging that, at the end of the
twentieth century, “information lost its body”, Hayles argues that it is still necessary to
insist that we are embodied creatures, and “just because information has lost its body
does not mean that humans and the world have lost theirs” (1999: 244). With this
argument, Hayles aims to move towards an embodied posthumanism.
Offering detailed analyses of the impact of computation on embodiment,
subjectivity and contemporary society, both Braidotti’s and Hayles’s work
re-articulates feminism in their attempt to offer alternatives to dualistic thinking.
What matters for the argument of this paper is precisely the implications of the
notion of the embodied subject for the depiction of gender in the virtual reality film.
In “The Precession of Simulacra” (1994), Jean Baudrillard defends the idea that
our economies have become dependent on the production of images and
information, and that we live in a society of the simulacrum, where the copy has
replaced the original. Consequently, the real and the imaginary collapse into each
other. Mass media have neutralized reality, first by reflecting it, then by masking
and perverting it, later by masking the absence of basic reality, and finally
by producing simulacra of the real, destroying any relationship with reality
(Baudrillard 1994: 364 – 365). The result is hyperrealism, where the real and the
36 R. Carrasco
intends to prove that this turn of feminism constitutes a valuable field for the study of
contemporary digitalized, mediated, or/and fluid identities.
125 –127).
Embodiment is hence a useful tool for analysing gender in virtual domains. The
body in cyberspace works not only as an analytical tool, but also as a reminder that
we need to find new forms of, in Braidotti’s words, “reembodiment” (2012: 61) in
cinematic spaces. In order to carry out an effective analysis of the different forms of
(dis)embodiment, posthumanist/materialist feminist research is of great value when
working in conjunction with film theories. The idea of the confusion suggested by the
impossibility of locating oneself in the virtual environment, together with anxiety
about losing the body, is a recurrent topic in cultural products involving cyberspace
and is significantly present in the films under analysis here.
information patterns. I will make use of this key term for referring to the way in
which the characters’ bodies become conflated with media technology. In this sense,
embodied virtuality can usefully be analysed through linking feminist theory on
materiality and film theories. While embodied virtualities evoke our ambiguous
relationship with computing technologies by proposing instances of fluidity, they also
demonstrate concern about how to present the materiality of our bodies in
cyberspace by challenging the tendency to erase every trace of sexual identity. In
other words, embodied virtualities simultaneously dislocate the bodily human subject
and retain the materiality of the body. Hence, and as will be debated here, Johnny
Mnemonic, The 13th Floor, eXistenZ, and The Matrix all hint at the complexities of
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As will be shown in the following sections, the virtual reality film offers different
forms of embodied virtuality, which condition the way in which gender is inscribed in
cyberspace. Depending on the degree of (dis)embodiment, the human body can be
penetrated by technology, be experienced as a digital construction, or, in a more
radical way, be considered as a mere illusion bound to dissolution. The
representation of these bodily configurations—which will be referred to here as
“the penetrated body”, “the cyber-body”, and “the simulated body”—has become
very popular within Sci-Fi over the last 10 or 15 years. These three models tend to
coexist in time, echoing current anxieties about the human body in cyberspace. In
order to illustrate this categorization, and establish my own position in relation to
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gender issues, popular US films of the late 1990s will be briefly called to mind.
century, information that he stores in his brain by means of implants. The problem is
that this time he is carrying a massive upload in his head and must find the secret
codes to download the information if he does not want to die. Helped by powerful
images of penetration, the close connection with media technologies is presented not
as a simple process but as a complex one that results in a negative and painful
experience for the film’s male protagonist. As we can see, being open to the intrusion
of technology is marked by controversy, something Zylinska had already noted when
discussing the experiments of Sterlac and Orlan.
Partly as a consequence of this painful relationship with media technologies,
Johnny never conveys an image of triumphant masculinity. He feels frightened, is
unable to think in a logical way, and is shown to be physically fragile and emotionally
unstable. These facts hint at a crisis of identity, implemented by his lack of traditional
male bodily attributes, especially if we compare him with earlier hypermasculine
combinations of flesh and steel—like the Terminator or Robocop—whose invincible
bodies were emblems of a powerful masculinity. Moreover, Johnny is constantly in
need of defending, and on many occasions women become his saviours. Johnny’s
physical and mental weakness opens up debates concerning his gender identity,
which, due to technology, is in deep crisis.
The destabilization of boundaries between human and technology are further
suggested by the protagonist’s hybrid condition, linked to fragmentation and
powerlessness. This hints at the impossibility of absorbing the massive loads of
information provided by our contemporary society, resulting in disorientation.
Johnny’s self, like the world in which he is placed, is considered unstable. Moreover,
as I interpret it, this plural panorama of border crossing and fragmentation
accurately reflects real men at the end of the twentieth century. Johnny is lost in a
depraved and sick world—perfectly suggested by a decadent mise-en-sce`ne—where
he feels betrayed and alone. This situation suggests the contemporary crisis of
masculinity at work in US society at the turn of the twenty-first century, precisely
when new definitions of masculinity began to appear in the public arena. A series of
economic and social changes caused a feeling of loss in men, not only of employment
but also of a lifestyle and a privileged position that had placed them over women.
Previous attempts to “masculinize” society, so obvious in earlier eras, decreased little
by little, giving way to what is commonly known as the “New Man”. George Mosse
recognizes that all the cultural changes at the end of what he calls “the new fin de
siècle” constitute “an unprecedented menace to the masculine stereotype and seemed
to threaten its erosion over a period of time” (1996: 189).
(Re)defining the Gendered Body in Cyberspace 41
Ironically, only a computer can provide Johnny with relief and put an end to his
identity crisis. In line with theories of cyberfeminism, cyberspace could be regarded as
a utopian solution that helps to replace the decadent world Johnny inhabits, a fact
that is explicit when he shouts, “I want to get out of this rat hole! I want to get online!
I need a computer!” Statements like these may suggest that the fusion with
technology can mean a pleasurable experience. Yet, and as we get to see, the digital
world does not offer such a wonderful place. Nor does it erase or replace Johnny’s
weak body.
From this, it can de deduced that the material body becomes a passive location for
the development of information, inevitably affecting the characters’ own under-
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The cyber-body
The notion of “the cyber-body” corresponds to the second level of virtual
embodiment, according to my classification of (dis)embodiment in Sci-Fi. Echoing
the contemporary digitalization of reality, a more fluid relationship with cyberspace
is encouraged in films in which embodied virtuality eventually becomes real, opening
up opportunities for new figurations of the body. By body figuration I mean the act of
shaping something into a certain form, which, in cinematic terms, would be
equivalent to images of the body. Moreover, in line with Plant’s arguments,
cyberspace is presented as a site of innovative subjectivities where women can feel free
from cultural constraints. Characters jack into cyberspace and, as a consequence of
this interface, they are able to adopt different personalities and sexes, and/or perform
different gender identities. The novelty of these films resides precisely in the
relationship between a physical body and its virtual realization, a complex process
that disturbs the characters’ notions of reality. Hence, the issue of bodily materiality
in virtual contexts is complicated in The 13th Floor (1999), eXistenZ (1999), Nirvana
(1997), Virtuosity (1995), Avatar (2009), and Tron Legacy (2012), bringing to the fore
debates about how gender should be depicted in cyberspace. Aware of its fake
existence, the virtual subject constructs a liveable sense of self in the face of hybridity,
ambivalence, and contradiction. This idea coalesces with Braidotti’s notion of
subjectivity as postulated in Metamorphoses, whereby the body is considered as a
process. However, as I see it, the possibility of offering challenging body images in
virtual worlds is often paralysed precisely because of the fact that embodied virtuality
is felt as real. In order to illustrate this paradox, which resonates with contemporary
debates on cyberculture, I will briefly comment on The 13th Floor (1999) and eXistenZ
(1999). In these films, the material body acquires a new dimension, and the
characters, aware of their banal existence within cyberworlds, feel disoriented and
plural.
As in film noir, in The 13th Floor, the investigation of the murder of an important
businessman, Hannon Fuller (Mueller-Stahl), leads Douglas Hall (Bierto) to discover
42 R. Carrasco
the horrible truth that has provoked his friend and boss’s assassination and that will
change his existence for ever. The film focuses on the collapse between the real and
the imaginary and the resulting dehumanization experimented with by the creators of
virtual spaces who also happen to enter them. The imaginary and the real merge, and
cyberspace becomes inhabitable and felt as real, a fact that produces disorientation
amongst the characters, who can sense their constructed selves. This is precisely the
reason why, in these virtual worlds, where users can adopt different personalities, the
stress on bodily sensations becomes very important. The physical sensations these
characters experience are explicitly shown in a sequence where Hall, transformed into
the banker Ferguson, goes to the toilet, looks at himself in the mirror and washes his
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hands purely in order to check his sense perceptions. This fact evidences Murphie and
Potts’s argument that virtual reality systems very often rely on the perceptual
mechanisms of the body in order to work (2003: 119). As a consequence, gender is not
imagined but needs to be simulated in a believable way, a fact that prevents the
development of challenging representations and undermines the possibilities offered
by the digital medium. As I interpret it, the film resolves the complexities posed by the
virtual subject by reproducing and maintaining conventional bodily and sexed
categories. In this sense, the “cyber-body” does not accomplish the process of
becoming, which, according to Braidotti’s nomadic philosophy, would require the
dissolution of all sexed identities. This fact demonstrates the contradictions of digital
images, on which Braidotti has rightly commented: “they titillate our imagination,
promising the marvels and wonders of a gender-free world while they simultaneously
reproduce some of the most banal, flat images of gender identity, and also class and
race relations” (2012: 73). Indeed, in The 13th Floor women are mainly constructed as
objects of desire and depicted as pleasurable objects of the male gaze, reinforcing
traditional film theories about the supremacy of the male gaze in Hollywood cinema.
Thus, most of the women in the virtual reality are seen singing, dancing, or
performing a spectacle. Fuller is the author of a fictional space which is a recreation
of his own past life and which he uses for maintaining sexual relationships with young
women. His fantasies are mixed with reality and, therefore, can be perceived by his
wife, who claims that she can smell these young women’s perfumes. Moreover, the
film reinforces old notions of a bodily focused sexuality. The sexual intercourse
between Douglas and Jane is depicted as real and filled with feelings, as there is an
emotional bond between them, which overcomes frontiers and is continued in the
next world.
On the other hand, the film also shows that women may enter cyberspace freely
and displace some codes of the body, suggesting that being dispossessed of a body
offers possibilities in the construction of new gender identities. Of the three worlds
represented in the film, the last—and supposedly real—one, 2024, seems to open up a
path for hope and change in terms of gender. In line with Plant and other
cyberfeminists, and in contrast to the other simulated worlds depicted in the film, a
woman—Jane—is capable of entering cyberspace and achieving her initial aims.
In this sense, technology is not seen as an extension of male power but can also
provide the opportunity for the free expression of women’s desires. This idea is better
illustrated in the more disturbing film eXistenZ. The protagonist, Ted (Law), is asked
in the real world to have his body penetrated in order to create a new bioport—a
(Re)defining the Gendered Body in Cyberspace 43
small hole drilled into the spinal column that will allow him to play the popular video
game known as eXistenZ. This fact ultimately puzzles him while allowing spectators
to share his adventure inside cyberworlds. His constant worries over the ways in
which the virtual game affects the materiality of his body causes destabilization,
which he openly admits. He departs, in a way, from conventional representations of
male leading figures on screen. In contrast, the female protagonist, the popular game
designer Allegra Geller (Leigh), celebrates the options offered by cyberspace, feeling
comfortable and ignoring the possible tragic consequences that this interface may
have on the materiality of her body.
Yet, as with The 13th Floor, the film resolves the complexities of embodied
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reference for The Matrix. Indeed, the film depicts the difficulty of unravelling the real
world from the imaginary one, which hints at Baudrillard’s idea of simulation. The
world known as the Matrix is a virtual space created by the Machines that have come
to dominate the world, which paradoxically simulates life at the end of the
millennium. Wrapped in the latest special effects and aesthetics, the film opens up an
arena for the recreation of human anxieties and disorientation when confronted with
computing technologies.
(Dis)embodiment and the troubled self are the central motifs of the film.
Moreover, it deals with the epistemological issues raised by the interface between
humans and machines at the end of the twentieth century. Human beings are mere
bits of information, and their bodies are nothing but pieces of flesh connected to the
Machine for the latter’s benefit. Significantly, the mind is not completely independent
from the body, and, consequently, cyberspace is not regarded as a totally
disembodied medium. As in other films dealing with simulation, the human body
functions as a contested site that connects the virtual simulation and the real world.
For example, when Agent Smith (Weaving) is beating Neo in the fictional space of
the Matrix, the hero’s real body becomes a repository of violence and bleeds. In a
similar way, when Mouse (Doran) dies online, his real body also perishes. These
instances of bodily presence speak for the film’s inability to propose total
disembodiment in cyberspace. Indeed, the film insists on two types of bodies: the
residual self-image as a mental projection of the digital self, and the physical body,
which dies when the plug is pulled out. However, a problematic point here is that
embodied virtuality in the Matrix is understood as a copy of the enslaved body in the
real world. Hence, Springer’s idea of cyberpunk characters abandoning the physical
body to exist inside the computer matrix is not achieved in the movie. The fact that
the mind is not totally freed from each character’s body partly undermines defiant
definitions of gender, especially in sequences where the real body is depicted.
Nevertheless, and as I will attempt to defend in the next paragraphs, the film manages
to resolve this limitation by successfully proposing fresh instances of body
figurations.
Within this context, dominated by the latest technology, the film offers
opportunities for flexible gender role assignments, favoured by its insistence on
simulacra and border violation. In this sense, as the wealth of material published on
The Matrix reveals, the movie explores new ways of depicting gender in virtual
worlds. The film’s emphasis on the blurring of frontiers and the mixing of reality,
together with its contradictions and ironic reversals, are ideal for challenging
(Re)defining the Gendered Body in Cyberspace 45
depictions of gender. In this light, I agree with Geller when she affirms that we find a
deconstruction of reality in the created world of the Matrix, which “undoes the
nation’s ideological network of borders” (Geller 2004: 26).
In this attempt to deconstruct reality, The Matrix proposes a new model of
masculinity: Neo’s malleable body and his troubled subjectivity do not match
conventional portrayals of the action hero. The virtual hero is called Neo, and this
encourages spectators to expect a rather innovative personality and/or behaviour, or
at least something new concerning his physical aspect. The innovation is easily
perceived in his looks, and Neo’s lack of features traditionally linked to the masculine
is shown by means of an extreme close-up of his well-shaved face and angelic look in
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Conclusion
The pace of technological change is accelerating, affecting the human body and the
way in which gender is constructed in our mutable present. As I have attempted to
demonstrate, gender is a notoriously contested concept in the virtual reality film,
where the rigid categories of femininity and masculinity proposed by Western
patriarchal cultures find a space for reconfiguration and/or re-articulation. The
redefinition of the gendered body is mainly achieved by the films’ articulation of the
relationship between an organic human body and its technologically mediated virtual
version. In this sense, the emphasis that the virtual reality film places on bodily
46 R. Carrasco
Indeed, as I have attempted to show, the virtual reality film proposes representational
shifts of perspective when depicting gender in cyberspace in a manner that is
compatible with our reality. Although a white, masculine, heterosexual, Western
subject is normally present in these movies, these cultural products also manage to re-
articulate human embodiment from different angles. By challenging the assumptions
that surround the organic human body, “the penetrated body”, “the cyber-body”,
and “the simulated body” invite us to rethink the boundaries of the self, echoing the
paradoxes of the virtual bodily experience. Hence, these figurations propose
instances of body/mind interaction that express the kind of contradictory subjects we
have become in our mediated world, while at the same time stressing the importance
of the material body in reflecting upon/contesting old gender concerns. Of the three
levels proposed, “the simulated body” offers the most neutral image of the sexed
body, undermining some of the tendencies that have traditionally associated
cyberspace with the disintegration of the human body.
While Hayles, Plant, and other theorists have proposed ways in which the virtual
subject can be redefined, popular culture—especially mainstream virtual reality
films—faces the reality that our bodies interfere with technology and, from there,
work on engaging modes of virtual embodiment. Paradoxically, the virtual reality
film accurately represents the plurality of the human body when conflated with the
latest media technologies. In my view, the virtual reality film stresses the idea of
embodied virtuality as the best analytical tool for the depiction of the body in
cyberspace, articulating the contemporary complexity of our technologically
mediated world.
Funding
The author wishes to acknowledge the funding provided by the Spanish Ministry of Economy and
Competitiveness for the writing of this article (Research Project FEM2010-18142).
Notes
1
The word “cybernetics” was coined by scientist Norbert Wiener (1894–1964) to refer to the interface
between biological bodies and mechanical bodies.
2
In her latest book, The Posthuman (2013), Braidotti reaffirms her feminist materialist vision of the
posthuman, whereby the traditional distinction between the human and its other becomes blurred.
3
The popularized cyborg figure has stimulated many insights into gendered power relations with
technology. Donna Haraway’s material-semiotic approach has been key to investigating the possibilities
(Re)defining the Gendered Body in Cyberspace 47
that technoscience offers women. In her “cyborg manifesto” (1985) Haraway uses the cyborg as a
metaphor to propose a post-gender subjectivity.
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