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What is cyberpunk?
Cyberpunk is a science fiction genre noted for
its focus on “high tech and low life.”
The name, derived from “cybernetics” and
“punk,” was originally developed as a
marketing term and coined by Bruce Bethke
in his short story “Cyberpunk” written in
1980.
Itfeatures advanced science such as
information technology and cybernetics,
coupled with a degree of breakdown or a
radical change in the social order.
Usually of futuristic dystopia, immensely
powerful organizations ruling masses of the
ignorant
“The technological trinity…the telephone, the
television, and the personal computer” (Pat 2
Cadigan, The Ultimate Cyberpunk)
Cyberpunk = punk + popular cultures, + technology
Punk culture:
was born in England in the 70s
Movement defined by otherness or living on the outside
Expressed in music, fashion, lifestyle (eg. GBH band) GBH in 1982
Technology:
Born in 1948
Early trauma
Became “hyper-bookish”,
though performed poorly
in school.
Hippie
Moved to Canada
Neuromancer, 1984
Count Zero, 1986
MLO, 1988
"Tokyo has been my handiest prop shop for as long as I've been writing: sheer eye
candy. You can see more chronological strata of futuristic design in a Tokyo streetscape
than anywhere else in the world.” -Gibson, “My Own Private Tokyo,” 2001
"Tonight, watching the Japanese do what they do here, amid all this electric kitsch, all
this randomly overlapped media, this chaotically stable neon storm of marketing
hoopla, I've got my answer: Japan is still the future.” -Gibson, “My Own Private Tokyo,” 2001
Cybernetics
Coined by Norbert Weiner, 1947
Popular 1948 book, “Cybernetics”
From Greek – “steersman”, from the verb “steering”
Idea tied to automation
Generalization of feedback, as control principle
Animals, machines – both seek goals
Idea gets tied to Artificial Intelligence
Also “cyber” is popular prefix
Hackers
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Settings
Cyberpunk writers tend to use elements from the hard-
boiled detective novel and film noir to describe the often
nihilistic underground side of an electronic society.
In
some cyberpunk writing, much of the action takes place
The Matrix, 1999
online, in cyberspace, blurring the border between the actual
and the virtual reality.
Another
idea in the genre is a direct connection between the
human brain and computer systems.
Cyberpunkdepicts the world as a dark, sinister place with
networked computers which dominate every aspect of life.
The alienated outsider's battle against a totalitarian society
is a common theme in cyberpunk.
Advanced technology is the privilege of the elite, low- Tron Legacy, 2010
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culture has no access to high-tech = social segregation
Cyberpunk is often used as a metaphor for the present
day-worries about the failings of corporations, corruption
in governments, alienation and surveillance technology.
Thepower is nearly always clutched in the secretive
hands of a wealthy or corporate elite.
Cyberpunk stories have also been seen as forecasts of the
evolution of the Internet.
Thevirtual world of what is now known as the Internet
often appears under various names, including
"cyberspace", "the Wired", "the Metaverse" or "the
Matrix".
Interesting
questions about possible A.I. rights have been
introduced using cyberpunk stories as a springboard.
Uploads of human minds consider themselves to have
intelligence and self-awareness.
Thisraises the question as to whether intelligence
comparable to humans should give them comparable
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legal and moral standing.
The Hero
Protagonists in cyberpunk writing usually include computer
hackers, who are often patterned on the idea of the lone hero
fighting injustice: Robin Hood, Zorro, etc.
They are often disenfranchised people placed in extraordinary
situations, rather than brilliant scientists or starship captains
intentionally seeking advance or adventure, and are not always
true "heroes.”
Many cyberpunk protagonists are manipulated, placed in
situations where they have little or no choice, and although they
might see things through, they do not necessarily come out any
further ahead than they previously were.
These are anti-heroes —criminals, outcasts, visionaries,
dissenters and misfits.
Existingin the underworld of this society, the amoral protagonist
works the system, eventually coming to challenge its powers
Protagonistcan be “technologically enhanced” = cyborgs,
blending with the digital world
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Outsmarts governmental power
Common cyberpunk themes (mostly present in
Gibson’s Neuromancer)
The family has broken down completely – an extension of the present day
Politicalorganisation has become fragmented (metaphors for distrust of government
and/or corporations)
Technology serves the rich and is denied the poor
All kinds of strange religious cults have developed
The environment has collapsed so that people live in danger of being affected by
pollution.
Corporate greed
Security booming as the rich have to be protected from the poor 18
Is this what we’re becoming?
Posthuman. Media. Society.
Marshall McLuhan: The Medium is the Message (1967), Understanding Media: The
Extensions of Man (1964)
Key concepts: the global village, hot and cool media, the medium is the message
“Each medium "adds itself on to what we already are", realizing "amputations and
extensions" to our senses and bodies, shaping them in a new technical form. As appealing as
this remaking of ourselves may seem, it really puts us in a "narcissistic hypnosis" that
prevents us from seeing the real nature of the media” (McLuhan)
Henry Jenkins: Convergence Culture: Where Old and New Media Collide (2006) –
approaching media not from a technological, but from a cultural perspective
addresses how groups and communities in online & digital media era participatory culture
exercise their own agency.
media users are more empowered than ever before to participate and collaborate - across
various channels and platforms - in content creation and dissemination through their access
to online networks and digital interactivity. = COLLECTIVE INTELLIGENCE process is
generated
“Transmedia storytelling represents a process where integral elements of a fiction get
dispersed systematically across multiple delivery channels for the purpose of creating a
unified and coordinated entertainment experience. Ideally, each medium makes its own 20
unique contribution to the unfolding of the story” (Jenkins, 2003)
Cyberpunk and Cultural
Icons: “Classics”
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Steampunk
Steampunk is a sub-genre of
sci-fi which came into
prominence during the 1980s
and 1990s.
It incorporates elements of
science fiction, fantasy,
alternate history, horror, and
speculative fiction.
Steampunk
It is an alternate reality where
steam power is widely used to run
advanced technology, usually…
Victorian era Britain or
"Wild West“ era United States.
Works of Steampunk
feature anachronistic
technology,
or futuristic
innovations set in a
Victorian time period
and aesthetic.
Christliche Universität Partium ■ Lehrstuhl für Germanistik ■ www.partium.ro ■ str. Primăriei nr. 27 RO-410209 Oradea, Romania, Tel. Telefon: +40-259-418252/120
Christliche Universität Partium ■ Lehrstuhl für Germanistik ■ www.partium.ro ■ str. Primăriei nr. 27 RO-410209 Oradea, Romania, Tel. Telefon: +40-259-418252/120
DARPA is actually creating mechanical insects for use
by the military…
Christliche Universität Partium ■ Lehrstuhl für Germanistik ■ www.partium.ro ■ str. Primăriei nr. 27 RO-410209 Oradea, Romania, Tel. Telefon: +40-259-418252/120
H.R. Giger
Christliche Universität Partium ■ Lehrstuhl für Germanistik ■ www.partium.ro ■ str. Primăriei nr. 27 RO-410209 Oradea, Romania, Tel. Telefon: +40-259-418252/120
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Christliche Universität Partium ■ Lehrstuhl für Germanistik ■ www.partium.ro ■ str. Primăriei nr. 27 RO-410209 Oradea, Romania, Tel. Telefon: +40-259-418252/120