Cyberpunk and Visual Culture


Book Description

Within the expansive mediascape of the 1980s and 1990s, cyberpunk’s aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today’s realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk – from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today’s video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.




Tokyo Cyberpunk


Book Description

Engaging some of the most canonical and thought-provoking anime, manga, and science fiction films, Tokyo Cyberpunk offers insightful analysis of Japanese visual culture. Steven T. Brown draws new conclusions about the cultural flow of art, as well as important technological issues of the day.




The Routledge Companion to Cyberpunk Culture


Book Description

In this companion, an international range of contributors examine the cultural formation of cyberpunk from micro-level analyses of example texts to macro-level debates of movements, providing readers with snapshots of cyberpunk culture and also cyberpunk as culture. With technology seamlessly integrated into our lives and our selves, and social systems veering towards globalization and corporatization, cyberpunk has become a ubiquitous cultural formation that dominates our twenty-first century techno-digital landscapes. The Routledge Companion to Cyberpunk Culture traces cyberpunk through its historical developments as a literary science fiction form to its spread into other media such as comics, film, television, and video games. Moreover, seeing cyberpunk as a general cultural practice, the Companion provides insights into photography, music, fashion, and activism. Cyberpunk, as the chapters presented here argue, is integrated with other critical theoretical tenets of our times, such as posthumanism, the Anthropocene, animality, and empire. And lastly, cyberpunk is a vehicle that lends itself to the rise of new futurisms, occupying a variety of positions in our regionally diverse reality and thus linking, as much as differentiating, our perspectives on a globalized technoscientific world. With original entries that engage cyberpunk’s diverse ‘angles’ and its proliferation in our life worlds, this critical reference will be of significant interest to humanities students and scholars of media, cultural studies, literature, and beyond.




Cyberpunk Culture and Psychology


Book Description

This book traces developments in cyberpunk culture through a close engagement with the novels of the ‘godfather of cyberpunk’, William Gibson. Connecting his relational model of ‘gestalt’ psychology and imagery with that of the posthuman networked identities found in cyberpunk, the author draws out relations with key cultural moments of the last 40 years: postmodernism, posthumanism, 9/11, and the Anthropocene. By identifying cyberpunk ways of seeing with cyberpunk ways of being, the author shows how a visual style is crucial to cyberpunk on a philosophical level, as well as on an aesthetic level. Tracing a trajectory over Gibson’s work that brings him from an emphasis on the visual that elevates the human over posthuman entities to a perspective based on touch, a truly posthuman understanding of humans as networked with their environments, she argues for connections between the visual and the posthuman that have not been explored elsewhere, and that have implications for future work in posthumanism and the arts. Proposing an innovative model of reading through gestalt psychology, this book will be of key importance to scholars and students in the medical humanities, posthumanism, literary and cultural studies, dystopian and utopian studies, and psychology.




Seven Surrenders


Book Description

*2018 LOCUS AWARD FINALIST FOR BEST SCIENCE FICTION NOVEL CATEGORY* From 2017 John W. Campbell Award winner, Ada Palmer, the second book of Terra Ignota, a political SF epic of extraordinary audacity “A cornucopia of dazzling, sharp ideas set in rich, wry prose that rewards rumination with layers of delight. Provocative, erudite, inventive, resplendent.” —Ken Liu, author of The Grace of Kings In a future of near-instantaneous global travel, of abundant provision for the needs of all, a future in which no one living can remember an actual war...a long era of stability threatens to come to an abrupt end. For known only to a few, the leaders of the great Hives, nations without fixed locations, have long conspired to keep the world stable, at the cost of just a little blood. A few secret murders, mathematically planned. So that no faction can ever dominate, and the balance holds. And yet the balance is beginning to give way. Mycroft Canner, convict, sentenced to wander the globe in service to all, knows more about this conspiracy the than he can ever admit. Carlyle Foster, counselor, sensayer, has secrets as well, and they burden Carlyle beyond description. And both Mycroft and Carlyle are privy to the greatest secret of all: Bridger, the child who can bring inanimate objects to life. Shot through with astonishing invention, Ada Palmer's Seven Surrenders is the next movement in one of the great SF epics of our time. “Seven Surrenders veers expertly between love, murder, mayhem, parenthood, theology, and high politics. I haven't had this much fun with a book in a long time.” —Max Gladstone, author of Three Parts Dead Terra Ignota 1. Too Like the Lightning 2. Seven Surrenders 3. The Will to Battle At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




Fifty Key Figures in Cyberpunk Culture


Book Description

A collection of engaging essays on some of the most significant figures in cyberpunk culture, this outstanding guide charts the rich and varied landscape of cyberpunk from the 1970s to present day. The collection features key figures from a variety of disciplines, from novelists, critical and cultural theorists, philosophers, and scholars, to filmmakers, comic book artists, game creators, and television writers. Important and influential names discussed include: J. G. Ballard, Jean Baudrillard, Rosi Braidotti, Charlie Brooker, Pat Cadigan, William Gibson, Donna J. Haraway, Nalo Hopkinson, Janelle Monáe, Annalee Newitz, Katsuhiro Ōtomo, Sadie Plant, Mike Pondsmith, Ridley Scott, Bruce Sterling, and the Wachowskis. The editors also include an afterword of ‘Honorable Mentions’ to highlight additional figures and groups of note that have played a role in shaping cyberpunk. This accessible guide will be of interest to students and scholars of cultural studies, film studies, literature, media studies, as well as anyone with an interest in cyberpunk culture and science fiction.




Cyberpunk and Visual Culture


Book Description

"Cover"--"Title"--"Copyright" -- "Dedication" -- "Contents" -- "Acknowledgments" -- "Contributor Biographies" -- "Foreword: Cyberpunk and its Visual Vicissitudes" -- "Introduction: The Visuality and Virtuality of Cyberpunk" -- "PART I "Image/Text Concatenations" -- or, From Literary to Visual Cyberpunk (and Back Again)" -- "Part I Introduction" -- "1 Beyond the Heroics of Gonzo-Journalism in Transmetropolitan " -- "2 Embodying Failures of the Imagination: Defending the Posthuman in The Surrogates " -- "3 Cyberpunk Urbanism and Subnatural Bugs in BOOM! Studios' Do Androids Dream of Electric Sheep? " -- "4 "Today's Cyborg is Stylish": The Humanity Cost of Posthuman Fashion in Cyberpunk 2020" -- "5 "Silhouettes of Strange Illuminated Mannequins": Cyberpunk's Incarnations of Light " -- "PART II "Tactics of Visualization" -- or, From Visual to Virtual Cyberpunk (and Back Again) " -- "Part II Introduction" -- "6 "My Targeting System is a Little Messed Up": The Cyborg Gaze in the RoboCop Media Franchise " -- "7 Kusanagi's Body: Dualism and the Performance of Identity in Ghost in the Shell and Stand Alone Complex" -- "8 The History of Cyberspace Aesthetics in Video Games" -- "9 Playing for Virtually Real: Cyberpunk Aesthetics and Ethics in Deus Ex: Human Revolution" -- "10 "We Are Data": The Cyberpunk Imaginary of Data Worlds in Watch Dogs" -- "PART III "Emerging World Orders" -- or, Cyberpunk as Science Fiction Realism" -- "Part III Introduction" -- "11 1980s German Cyberpunk Cinema: Kamikaze 1989 and Nuclearvision" -- "12 Afrocyberpunk Cinema: The Postcolony Finds its Own Use for Things " -- "13 Cyberpunk and "Science Fiction Realism" in Kathryn Bigelow's Strange Days and Zero Dark Thirty " -- "14 Cyberwar: The Convergence of Virtual and Material Battlefields in Cyberpunk Cinema" -- "15 Afterthoughts: Cyberpunk Engagements in Countervisuality




The Visual Culture Reader


Book Description

This thoroughly revised and updated second edition of The Visual Culture Readerbrings together key writings as well as specially commissioned articles covering a wealth of visual forms including photography, painting, sculpture, fashion, advertising, television, cinema and digital culture. The Readerfeatures an introductory section tracing the development of visual culture studies in response to globalization and digital culture, and articles grouped into thematic sections, each prefaced by an introduction by the editor and conclude with suggestions for further reading.




Virtual Geographies


Book Description

This book examines the interrelationship between telecommunications and tourism in shaping the nature of space, place and the urban at the end of the twentieth century. They discuss how these agents are instrumental in the production of homogenous world-spaces, and how htese, in turn, presuppose new kinds of political and cultural identity.Virtual Geographies explores how new communication technologies are being used to produce new geographies and new types of space. Leading contributors from a wide range of disciplines including geography, sociology, philosophy and literatur.




Digital Culture


Book Description

From our bank accounts to supermarket checkouts to the movies we watch, strings of ones and zeroes suffuse our world. Digital technology has defined modern society in numerous ways, and the vibrant digital culture that has now resulted is the subject of Charlie Gere’s engaging volume. In this revised and expanded second edition, taking account of new developments such as Facebook and the iPhone, Charlie Gere charts in detail the history of digital culture, as marked by responses to digital technology in art, music, design, film, literature and other areas. After tracing the historical development of digital culture, Gere argues that it is actually neither radically new nor technologically driven: digital culture has its roots in the eighteenth century and the digital mediascape we swim in today was originally inspired by informational needs arising from industrial capitalism, contemporary warfare and counter-cultural experimentation, among other social changes. A timely and cutting-edge investigation of our contemporary social infrastructures, Digital Culture is essential reading for all those concerned about the ever-changing future of our Digital Age. “This is an excellent book. It gives an almost complete overview of the main trends and view of what is generally called digital culture through the whole post-war period, as well as a thorough exposition of the history of the computer and its predecessors and the origins of the modern division of labor.”—Journal of Visual Culture