Virtual Geographies: Cyberpunk At The Intersection Of The Postmodern And Science Fiction

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Virtual Geographies is the first detailed study to offer a working definition of cyberpunk within the postmodern force field. Cyberpunk emerges as a new generic cluster within science fiction, one that has spawned many offspring in such domains as film, music, and feminism. Its central features are its adherence to a version of virtual space and a deconstructivist, punk attitude towards (high) culture, modernity, the human body and technology, from computers to prosthetics. The main proponents of cyberpunk are analyzed in depth along with the virtual landscapes they have created - William Gibson’s Cyberspace, Pat Cadigan’s Mindscapes and Neal Stephenson’s Metaverse. Virtual reality is examined closely in all its aspects, from the characteristic narrative constructions employed to the esthetic implications of the ‘virtual sublime’ and its postmodern potential as a discursive mode. With its interdisciplinary approach Virtual Geographies opens up fresh perspectives for scholars interested in the interaction between popular culture and mainstream literature. At the same time, the science fiction fan will be taken beyond the conventional boundaries of the genre into such revitalizing domains as postmodern architecture and literature, and into cutting-edge aspects of science and social thought.

Author(s): Sabine Heuser
Series: Postmodern Studies
Edition: 1
Publisher: Brill | Rodopi
Year: 2003

Language: English
Commentary: TruePDF
Pages: 300
Tags: Science Fiction: History And Criticism, Cyberpunk Culture, Postmodernism, Cyberpunk

Cover
Contents
Introduction
New Final Frontiers: Problems and Aims
The Story So Far
Methodology: Metaphoric Networking
PART I: CONSTRUCTION SITES
1 Introducing Cyberpunk
The History of Cyberpunk
The ‘Cyber’ in Cyberpunk
Style and Attitude: The ‘Punk’ in Cyberpunk
2 Learning from Architecture
The Failure of the International Style
Double Coding: Complexity and Contradiction
Liquid Architecture: A Poetics of Cyberspace
3 Culture Wars: The Postmodern and Popular Culture
PART II: CYBERSPACE: THE NEW FRONTIER
4 William Gibson’s Construction of Cyberspace
The Prefiguration of Cyberspace
In Cyberspace
Gibson’s Cyberspace as a Point of Departure
5 Pat Cadigan’s Virtual Mindscapes
Words into Worlds: “Change for the Machines”
Cadigan’s Mindscapes: “Coming Soon to a Brain near You”
Cadigan’s Images of the Imagination
6 Neal Stephenson’s Metaspace
Stephenson’s Rhetorical Strategy: The Babble in Babel
The Metaverse
Stephenson’s Postmodern Strengths
Conclusions:Postmodern Intersections
Consanguinities of Cyberspace
Virtual Reality as Plot Device: Cyberspace to Metaverse
The Virtual Sublime
Posthuman Encounters
Dominant Networks: Postmodern Science
Appendix: A Cyberpunk Time Line
Works Cited