The Routledge Companion to Cyberpunk Culture
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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.
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- Taylor & Francis
- 9781351139861
- 9781032083322
- ePub
- 1
- English
- 2019-11-28
- 100
- 2
- 2
Kaflar
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication Page
- Table of Contents
- List of Figures
- Acknowledgments
- Notes on Contributors
- 1 Cyberpunk as Cultural Formation
- PART I Cultural Texts
- 2 Literary Precursors
- 3 The Mirrorshades Collective
- 4 Bruce Sterling: Schismatrix Plus (Case Study)
- 5 Feminist Cyberpunk
- 6 Pat Cadigan: Synners (Case Study)
- 7 Post-Cyberpunk
- 8 Charles Stross: Accelerando (Case Study)
- 9 Steampunk
- 10 Biopunk
- 11 Non-SF Cyberpunk
- 12 Comic Books
- 13 American Flagg! (Case Study)
- 14 Manga
- 15 Early Cyberpunk Film
- 16 Strange Days (Case Study)
- 17 Digital Effects in Cinema
- 18 Blade Runner 2049 (Case Study)
- 19 Anime
- 20 Akira and Ghost in the Shell (Case Study)
- 21 Television
- 22 Max Headroom: Twenty Minutes into the Future (Case Study)
- 23 Video Games
- 24 Deus Ex (Case Study)
- 25 Tabletop Roleplaying Games
- 26 Shadowrun (Case Study)
- 27 Photography and Digital Art
- 28 Fashion
- 29 Music
- 30 Janelle Monáe: Dirty Computer (Case Study)
- PART II Cultural Theory
- 31 Simulation and Simulacra
- 32 Gothicism
- 33 Posthumanism(s)
- 34 Marxism
- 35 Cyborg Feminism
- 36 Queer Theory
- 37 Critical Race Theory
- 38 Animality
- 39 Ecology in the Anthropocene
- 40 Empire
- 41 Indigenous Futurisms
- 42 Afrofuturism
- 43 Veillance Society
- 44 Activism
- PART III Cultural Locales
- 45 Latin America
- 46 Cuba’s Cyberpunk Histories
- 47 Japan as Cyberpunk Exoticism
- 48 India
- 49 Germany
- 50 France and Québec
- Index