Cyberpunk

Table of Contents

What is Cyberpunk?

Emerging in the early 1980s, the cyberpunk subculture is rooted in a dystopian, high-tech, and low-life ethos. It combines advanced technological innovations with societal decay and often features anti-heroes fighting against oppressive systems. The subculture is heavily influenced by science fiction literature, films, and media that explore themes of cybernetics, artificial intelligence, and corporate control. The term “Cyberpunk” itself was first introduced by Bruce Bethke in his 1980 short story titled “Cyberpunk,” which was published in 1983. The word combines “Cyber,” referring to the burgeoning field of cybernetics—the study of communication and control systems in living organisms and machines proposed by Norbert Wiener—and “Punk,” which refers to the rebellious attitude, anti-authoritarianism, anti-corporatism, and do-it-yourself ethos that characterized the punk subculture. Therefore, Cyberpunk inherited the rebellious nature of both cybernetics and punk culture.

The Beginning

As the golden age of science fiction began to fade, Science Fiction writers were tired of the genre’s uncritical adoration of unattainable technology. The aftermath of World War II brought a sharp realization about the world dominated by capitalist interests. To confront the cold, cruel, and competitive nature of capitalism, heightened by the technological rivalry between the United States and the Soviet Union during the Cold War, some visionary precursors started to challenge the optimistic nature of high-tech futures by proposing three questions:

 

  1. Will the advancement of technology lead to a better future?

  2. Does the current direction of human technological advancement promise a utopian future?

  3. Is it possible for robots and humans to coexist peacefully?

 

In response to these inquiries, the genre of Science Fiction shifted towards a new direction. In the mid-1960s, the New Wave movement was on the rise. Michael John Moorcock, one of the key figures in the movement, urged society to move beyond conventional “hard science fiction” that focused on technological developments. Instead, the New Wave activists aimed to infuse science fiction with a more personal vision, rich literary styles, and a deeper engagement with contemporary culture, technology, and social issues. This innovative approach was crucial in establishing the foundations for the Cyberpunk genre, characterized by its critical examination of technology’s impact on society.

In 1984, William Ford Gibson published “Neuromancer,” one of the most influential pieces of science fiction in establishing cyberpunk as a genre and igniting vibrant debates around the concept of Cyberpunk. Gibson’s narrative diverges from traditional science fiction, envisioning a near future of relentless societal turmoil –– a reflection of the rapid technological and cultural transformations in the 1960s and 70s, a period marked by the climax of the Civil Rights Movement and the continued tensions of the Cold War. Since then, cyberpunk writers began to create dystopia novels that combined the impacts of “high tech,” on “low life” characters—-the marginalized, the outcasts, and the rebels of society. This combination of extreme bipolar forces us to reflect on the consequences of our relationship with technology and its broader societal implications on human morality.

Influential Literature and Film During the Movement

Do Androids Dream of Electric Sheep? (1968)

By Philip K. Dick
Published in 1968, Do Androids Dream of Electric Sheep? is a science fiction novel by Philip K. Dick. Set in a post-apocalyptic future where Earth has been devastated by nuclear war, the story follows humanity’s migration to off-world colonies. The novel explores themes of artificial intelligence, empathy, and the nature of humanity. The protagonist, Rick Deckard, is a bounty hunter tasked with “retiring” (killing) rogue androids that have escaped to Earth from the colonies. These androids, known as “andys,” are virtually indistinguishable from humans but are considered dangerous. Deckard’s mission brings him into contact with several advanced androids, challenging his perceptions of what it means to be human.

Blade Runner (1982)

by Ridley Scott
Released in 1982, Blade Runner is a science fiction film directed by Ridley Scott. Set in a dystopian future Los Angeles in 2019, the story follows Rick Deckard, a “blade runner” tasked with hunting down and “retiring” (killing) rogue replicants—bioengineered beings virtually indistinguishable from humans. Deckard’s mission becomes complicated as he encounters a group of advanced replicants led by Roy Batty. Throughout the film, Deckard grapples with moral and existential questions about the nature of life and humanity. The film is renowned for its groundbreaking visual style and its exploration of complex themes such as artificial intelligence, identity, and humanity.

Neuromancer (1984)

by William Gibson
Published in 1984, Neuromancer is the first novel in William Gibson’s Sprawl trilogy and is renowned for its groundbreaking depiction of a high-tech, dystopian future. The novel follows Case, a washed-up computer hacker hired by a mysterious employer named Armitage. With the aid of a street samurai named Molly and a team of other misfits, Case is tasked with pulling off the ultimate hack: infiltrating an advanced artificial intelligence named Wintermute. As the story unfolds, Case navigates a world filled with corporate intrigue, artificial intelligences, and a pervasive digital landscape known as the matrix.

Transformation of Cyberpunk

At the end of the 1990s, the involvement of capital began to weaken the distinctive stylization of cyberpunk and its rebellious nature. This was due to two primary factors:

 

  1. Cyberpunk films became highly profitable for the wider cultural industries because of their appealing visual spectacles. However, this success also led cyberpunk to be trapped in the dilemma of popular culture.

  2. In the context of globalization, cyberpunk culture spreads quickly as a consumer product. Yet, its rapid expansion meant that audiences from various cultural backgrounds didn’t fully grasp its foundational principles.

 

 As digital media has evolved, providing constant access to entertainment, communication, and community, many subcultural spaces have predominantly shifted online, becoming more accessible than ever. Individuals can now participate in subcultures remotely, making physical presence optional. This shift reduces costs and allows people to connect with one or multiple subcultural communities using just their phones. However, this prevalence has led to the commodification of these spaces. The Cyberpunk subculture, in particular, has been greatly impacted due to its close connection with digital media and high-tech development. 

The capitalist consumer market has dominated the process of absorbing subcultural products with symbolic meaning. On one hand, the distinctive symbols of the subculture are readily adopted for mass-produced goods. On the other hand, cyberpunk is reduced to a set of commercial symbols that have been manipulated by capitalists during the process of commercial production. As a result, the connection between symbol and meaning is reshaped and redefined by capitalist interests rather than by the individual users according to their personal values. Consequently, cyberpunk’s unique and resistant symbolic significance has gradually diminished, and it has been transformed into a mere cultural commodity offering nothing more than entertainment.

The prevalence of Cyberpunk 2077 is a prime example of globalization and commodification in the digital age. As a highly anticipated video game, it has reached a global audience, transcending cultural and geographic boundaries. The game’s widespread appeal can be attributed to its marketing strategies, which leveraged international platforms and celebrity endorsements, notably Keanu Reeves. Additionally, Cyberpunk 2077 exemplifies the commodification of the cyberpunk subculture, packaging its distinctive aesthetic and themes into a product for mass consumption. This commercialization has allowed the cyberpunk genre to gain mainstream popularity, making its themes of high-tech dystopia and societal decay accessible to a broader audience. However, this process also raises questions about the authenticity and integrity of subcultures when they are adapted for global markets and profit-driven motives.

 

The trailer of Cyberpunk 2077. An open-world action role-playing video game developed and published by CD Projekt Red. Released in December 2020, the game is set in the dystopian metropolis of Night City, a sprawling urban environment in the Free State of California. The game is based on the tabletop role-playing game Cyberpunk 2020 created by Mike Pondsmith.

Community and Social Activities

Cyberpunk enthusiasts often attend conventions such as Cyberpunk Con and Comic-Con, where they can participate in panels, meet authors and creators, and engage with other fans. These events are often a hub for discussing cyberpunk media, technology, and culture.

Dressing up as characters from cyberpunk media is a popular activity. Cosplayers create elaborate costumes that often incorporate DIY electronics, LED lights, and futuristic accessories to reflect the high-tech aesthetic of the subculture.

Many cyberpunk fans are active in online forums, social media groups, and virtual spaces where they discuss themes, share art, and collaborate on projects. Websites like Reddit and Discord host vibrant cyberpunk communities.

Why Does It Matter to Us Now?

Originally a subculture, the pioneers and audience sought to debunk the falsely optimistic portrayal of high technology. It emphasized a rebellious ethos that encouraged critical reflection on the impact of rapid technological progress on human ethics and societal foundations. However, as cyberpunk became mainstream within the commercial markets and the globalized world, it transformed to a product that caters to consumer society, merely serving as entertainment. Over time, the cyberpunk audience expanded to include a diverse group intrigued by the interplay of technology and society, leading to a demographic that spans various cultures and engages with the genre in multiple forms. Despite its widespread popularity, the foundational cautions about the consequences of high technological advancements have been overshadowed.

In a highly developed capitalist society, the alienation of science and technology has caused workers to lose their freedom of choice and ability of critical thinking. They become slaves to consumer products and become one-dimensional men, diminishing their complexity as individuals. This leads people into a new ignorance.

Reflecting on cyberpunk’s evolution is a constant reminder of the subculture’s original intent: to challenge the dominant culture and foster a wealth of differing viewpoints through its opposition and defiant nature.

Reference

Andrews, C. (2021). Beyond Cyberpunk Culture. Science – Fiction Studies, 48(2), 354–360.    https://doi.org/10.1353/sfs.2021.0032

 

Lu, Q., & Ren, Q. (2018). Review on marcusers theory of the alienation of Science and technology and its contemporary values. Proceedings of the 2018 2nd International Conference on Management, Education and Social Science (ICMESS 2018). https://doi.org/10.2991/icmess-18.2018.401

 

Murphy, G., & Schmeink, L. (Eds.). (2017). Cyberpunk and Visual Culture (1st ed.). Routledge. https://doi-org.grinnell.idm.oclc.org/10.4324/9781315161372

 

Myerson, S. (2020). Global cyberpunk: Reclaiming utopia in Japanese cyberpunk film. Science Fiction Film and Television, 13(3), 363–386. https://doi.org/10.3828/sfftv.2020.21

 

Player, M. (2020). The Routledge Companion to Cyberpunk Culture ed. by Anna McFarlane, Graham J. Murphy, and Lars Schmeink (review). Configurations, 28(3), 395–397.  https://doi.org/10.1353/con.2020.0022

 

Zhang, W. (2022). The Transformation of Cyberpunk: From Resistant Subculture to Popular Style. In Proceedings of the 2022 2nd International Conference on Modern Educational Technology and Social Sciences (ICMETSS 2022). Atlantis Press SARL. https://doi.org/10.2991/978-2-494069-45-9_62

 

YouTube. (2019, June 9). Cyberpunk 2077 – official cinematic trailer | E3 2019. YouTube. https://www.youtube.com/watch?v=LembwKDo1Dk

 

YouTube. (2023b, July 14). Neuromancer: The Origin of Cyberpunk | a horrifying dystopia. YouTube. https://www.youtube.com/watch?v=HGW_7HTXuQo

Cyberpunk enthusiasts often attend conventions such as Cyberpunk Con and Comic-Con, where they can participate in panels, meet authors and creators, and engage with other fans. These events are often a hub for discussing cyberpunk media, technology, and culture.

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