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"Real futurism means staring directly into
your own grave and accepting the slow but thorough obliteration of everyone
and everything you know and love. Does this sound like fun?"
--Bruce Sterling
The annotated bibliography you will find below is by no means
an exhaustive list of theoretical/critical or imaginative
works in the field of virtual reality studies. Rather, this
is a selective list of citations that have been chosen in
the hope that they are especially provocative of issues within
VR studies that are exciting and relevant to humanists wishing
to think about this subject and/or integrate it into courses.
Self-guided tours are available by mousing over any of the
areas of concentration listed below, which will offer you
a list of citations that may be of particular interest to
the area you have chosen. Please do not be alarmed if you
find that a given citation is present in more than one area
of interest; many of the citations within the bibliography
appear several times. Navigate to any of the citations you
are interested in via the alphabetically-arranged Index directly
below this box. To return to the Index, use the "Back"
arrow on your browser.
The Philosophy
of Virtual Reality
Virtual Reality
and Literature/Art
The Problem
of Defining Virtual Reality
Virtual
Fiction
If you know of a text that you would like to see added to the
list, or if you would like to submit a review of my review of
a text, please make contact.
Cogito
ergo janteo
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Theory / Criticism
Howard Rheingold, Virtual Reality
Slavoj Zizek,
Fiction (Under Construction)
Alexander Besher, Rim: a novel of Virtual Reality
Alfred Bester,
Pat Cadigan, Tea from an Empty Cup
Orson Scott Card,
George Foy, The Shift
William Gibson,
- Neuromancer
- Mona Lisa Overdrive
- Count Zero
- Idoru
- Virtual Light
James Tiptree, Jr., The Girl Who Was Plugged
In
Neal Stephenson,
- The Diamond Age
- Snow Crash
T H E O R Y / C R I T I C I S M
Albert Borgmann. HoldINg
ON To ReAlitY: THe NaTurE Of InfOrMatIoN aT tHe TuRn oF thE MiLLennIuM.
Chicago: U. of Chicago P., 1999.
Borgmann's overriding thesis is that there really is nothing ‘like'
reality. The explicit problem of virtual reality, for Borgmann, is not
its definition. He understands VR, in general terms, to be any experience
of technologized information that delivers vividness and interactivity
(from CDs to cyberspace to flight simulators). Such issues as the relation
of imagination
and narrative fiction to virtual reality, as well as the fact that Borgmann
claims at one point that virtual reality, properly
speaking, does not actually exist, are very ambiguously attached
to this definition which Borgmann treats as stable and straightforward,
and make the question of definition for Borgmann's reader again problematic.
The essential problem VR does pose for Borgmann is its capacity to diminish
our sense of the superlative exquisiteness of the actual world, since
it is capable of manifesting both as what Borgmann calls 'artificial'
reality and as 'hyper'reality.
While the former clearly marks not only the borders but also the limitations
of virtual reality in Borgmann's logic, the latter poses a serious threat,
because it is capable of tricking us into thinking it is as brilliant
and various as the real world, and even more than that, capable of giving
us a more-than-real availability as well as the guarantee that we are
invulnerable to pain or death. With the threat of this powerful virtual-reality
world in mind, Borgmann works hard to prove that his original thesis--there
is nothing like reality--is ultimately true, that even hyperreal VR
worlds, when unveiled by truth, are powerless to deliver what the actual
world delivers to us. This argument is supported largely by Borgmann's
notion of ambiguity, in which he theorizes the difference between real-world
ambiguity,which we do not value and work to resolve, and
virtual
ambiguity, which is necessary for the VR world to function
but ultimately diminishes its essential value in our lives.
Scott Bukatman. TermInAL IDenTItY: ThE VirTUaL SuBJecT in PosT-mOdERn ScIENce FictIOn. Durham: Duke UP, 1993.
To some degree Bukatman considers the notion of virtuality throughout
Terminal Identity, but the most concentrated examples of his
thought occur in Section 3, which is entitled "Terminal Penetration."
He begins this section by offering a succinct narrative description
of the experience of VR technology. He then documents and comments on
the (quoting Michael Benedikt) "almost irrational enthusiasm"
that surrounds the topic of VR, considering the claims about the power
of VR made by thinkers such as Howard Rheingold and Timothy Leary, from
whom Bukatman clearly wishes to distance
himself. An extremely valuable aspect of Bukatman's work is his critique
of the 'newness' of VR technology through an argument he builds around
the idea of representational precursors, using thinkers such as Jonathan
Crary, Vivian Sobcheck, and Andre Bazin to support his claims. Particularly
interesting is the analogy he creates between Bazin's notion of "total
cinema" and the phantomware association of VR with 'total
immersion' that haunts its actualization. Finally, Bukatman considers
virtual reality in relation to narrative. He is ultimately unclear about
the nature of this relationship, however. On the one hand he puts forward
the idea that narrative itself is fundamentally a virtual reality. On
the other, he postulates the VR experience as one that transcendes narrative,
and rather must be defined by spatial metaphors and heightened multi-sensory
experience. A crucial part of this debate about the relation of narrative
to VR is Bukatman's emphasis on the desire, in VR, for the interface
to completely disappear, such that the immediacy of experience it promises
becomes an end in itself as well as a disavowal of the technologies
that enable the experience in the first place.
N. Katherine Hayles. HoW
We BeCamE PoSt HUmaN: VirTuAL BodIes in CyBeRneticS, LiTerAturE, aNd InfOrmAticS.
Chicago: U. of Chicago P., 1999.
Hayles shifts the terms of debate away from virtual reality
entirely, where virtual reality is defined as a representational system,
environment, or object facilitated by some material object (the computer,
a CD . . .), and instead focuses on the term 'virtuality.' This term signifies
a state of mind, a mode of apprehending the world, in which we believe
that all material objects are interpenetrated by information patterns,
making the world 'decodable' and therefore never defined by such things
as excess, chaos, or the unknown/unknowable. Hayles is adamant, however,
that virtuality
so defined is not merely psychological, since it is ultimately
the result of a feedback loop between human perception and various extremely
powerful technologies in contemporary culture. As Hayles puts it, the
clear implication of virtuality is our desire to belong to a world in
which we can effectively achieve immortality by imposing and becoming
the equivalent of code. Hayles argues that it is finally bodies--primarily
human, but in a degraded form, textual
as well--which effectively resist virtualization through their messiness
and their defiantly changeful and unpredictable presence as material in
the world. Bodies can and do resist the fantasies that human minds, coupled
with digital technology, entertain about safety and even immortality,
thereby reawakening humans to the dangers and even depravity of these
fantasies. Hayles ultimately calls, through her analytical work, for a
reworking and rearticulation of what it means to be 'posthuman,' such
that posthumanity is defined by the humane
rather than against it.
Michael Heim. VirTuaL
ReaLisM. New York: Oxford UP, 1998.
This text is committed to answering one of the most haunting issues
in virtuality studies: the degree to which virtual reality must be defined
by the new technologies. Heim differentiates between two modes of definition,
what he calls "the strong sense" and the "loose, popular
sense" of virtual reality. The strong sense, which Heim considers
the 'true' meaning of the term VR, is defined by a very specific realm
of the new technologies--those that are productive of what Heim terms
full-sensory systems. The loose sense, on the other hand, is descriptive
of the ubiquity of association between the term "virtual"
and all forms of technology or experience generated by computers, such
as joysticks, screens, or email. Heim then works through the question
of what our relationship, as human beings, should be to this new, and
in his eyes, newly
powerful mode of imaginative experience that virtual reality
offers. He designates the term virtual
realism as his solution, which is Heim's attempt to
theorize a healthy intellectual balance between the human impulse toward
enthusiastic idealism for this new technology and the human need to
be grounded in what he calls the "primary reality" outside
the computer. In effect, virtual realism wants to admit the ways in
which virtual reality technology acts on human agents, yet wants to
counter this action with an equally powerful human
agency. With this balance, according to Heim, technology
can be increasingly powerful, but the category of the human will not
be jeapordized.
Steven Johnson. INterFaCe CuLtuRE: HoW New
TeChNOlogY TraNsFOrms tHe WaY We CrEAte aNd CoMMunICate. San
Francisco: Harper Edge, 1997.
This text is not overtly concerned with the concept of virtual reality.
However, for two crucial reasons it is an extremely valuable text in
the context of VR studies. First of all, Johnson offers a sustained
treatment of the human-computer interface, including chapters on the
desktop, windows, links, text, and agents, all of which are understood
to be definitive of the computer as a virtual apparatus in Johnson's
terms. This emphasis on close-reading the computer interface actually
serves the debate in VR studies focused on definition. With Johnson's
work in mind, it becomes much harder to write off the importance of
the term 'virtual' as an appropriate term for the basic computer interface
in favour of something like the head-mount display, and equally hard
to wave off the impact that these associations have on our understanding
of virtual reality in general. Second, Johnson makes a sustained argument
that it is the computer interface that can and should challenge the
paradigm of dichotomization between the Arts and technological science.
One of the major claims of Interface Culture is that interface
engineers are the twenty-first century's new artists. And at the same
time, this text indicates (and performs) the simultaneous claim that
these new engineer-artists must take their inspiration from the traditions
of literature and art which precede them and which must in fact influence
the new digital 'art' that they create. The energy of optimisim is deeply
present in Johnson's arguments, but not so much in what he sees as the
domain of the interface or of cyberspace/WWW/the Internet now. His optimism
stems from his belief that this revolution of the fall of dichotomy
of art and science will be the spark of change that will enable the
new (virtual) technologies, by way of inspired engineer-artists, to
enact a similar revolution in the way we think, communicate, and create.
The real revolution, for Johnson, I think, is that he sees in the new
technologies the possibility for people to revalue the act and the effects
of creation--the possibility for the energy of artistic activity to
infuse the technological world as well as the world in general.
Pierre Levy. Translator Robert Bononno.
BeCOming VirtuaL: ReALity in the DigitAl AgE.
New York: Plenum, 1998.
Levy continues the tradition, begun by Baudrillard, of
considering virtual reality both as a product of the digital revolution
and as a philosophical term whose emergence serves as the definitive
marker of drastic cultural change. While Baudrillard has professed
the dire and even apocalyptic nature of these changes and their effects,
and understands virtuality to be an allegory for the loss of the real
in contemporary society, Levy reads virtuality as a non-catastrophic allegory
for society, in which the term comes to signify creativity in the most
abstract sense. Levy launches this argument by making a strong case for
the fact that we must ultimately not think of virtuality as exclusively
attached to contemporary culture or the technolgies that have defined
it for us, but as extending far beyond the realm of information technology.
He then counters the claim, again following from Baudrillard, that virtuality
is defined by the
false, the not-real, or derealization. Levy creates the possibility
for us to understand virtuality as essentially unattached to a prescribed
ethics, to an absolute truth or falsity. From the grounds of this detachment
Levy comes to define virtuality as the energy and the essence of dynamism
and change, both on the individual and the cultural level. for Percy B.
Shelley.
Robert Markley, Editor. VirTuAl
ReALiTieS aNd TheIr DisConTEnTs. Baltimore:
The Johns Hopkins P., 1996.
Collectively, the contributers of this anthology engage in a forceful
critique of historical, philosophical, and theoretical conceptions of
virtual reality/cyberspace that herald it as revolutionary, new, or
the celebrated end product sprung from parents History and Technology.
In the first place, Virtual Realities argues that it is a terrific
fallacy to imagine, as proponents of VR do, that virtual technologies
either displace or transcend print culture. (And the fact that two essays
of this anthology focus explicitly on cyberpunk fictionWilliam
Gibson's Neuromancer and Neal Stephenson's Snow Crashpays
tribute to this argument.) At the same time, however, there is a strong
claim made across this anthology for the importance of separating virtual
technologies (literally hardware and software) from what is termed the abstraction of cyberspace and for appropriately
historicizing these technologies. Furthering this historicizing gesture
as well as the desire to avoid falling into philosophical abstraction,
contributors give concentrated attention to the problem of defining
virtual reality/virtuality. In addition, the anthology is deeply invested
in forging a political critique of virtual reality, one that exceeds
simply worrying about problems of access. Finally, throughout this anthology,
the sense that VR/virtuality is the medium through which we can finally
achieve transcendence is severely critiqued. In the last, this anthology
argues that the new technologies and the virtual realities that they
support, being closed systems, are impotent to deliver transcendence,
but more than that, aggressively imperialistic closed systems that would
redefine the earth itself as such, given the opportunity.
Janet H. Murray. HaMLeT
oN tHe HoloDecK: The FutUrE of NarRativE in CyBerSpacE. Cambridge:
MIT P., 1997.
Although more speculative than the work of Michael Heim,
and concerned primarily with the relationship between the history of imagination
and VR than VR and technology, Murray's principle concern (like Heim's)
is to stabilize the term virtual reality through definition. In some ways,
virtual reality is for Murray not so much a reality as a
good idea waiting to be fully realized. She treats the term
as an idea that is glimpsed via the current technologies in contemporary
culture, but also, and equally if not more importantly, yet longed for
by those, like herself, who have faith that those technologies will someday
be able to deliver a VR experience as powerful and vivid as the ones we
have imagined for ourselves or that popular culture--for instance those
experienced by members of Star Treck via the Holodeck--has imagined
for us. Murray ultimately defines virtual reality, however, by turning
to the tradition of storytelling in the most generalized sense, from the
Ancient bards to the Victorian novel. Murray uses the experience she understands
literature
to offer as a means of defining what she takes to be the definitive elements
of 'virtual' experience: immersion, agency, and transformation. In this
way, Murray shapes the experience of virtual reality in the image of literature,
such that narrative and our relation to it override generic distinctions
such as linguistic- vs. image-oriented experience, and VR becomes the
newest medium for satisfying the human desire for powerful modes of storytelling.
Howard Rheingold. VIRtuaL ReALitY. New
York: Simon & Schuster, 1991.
Rheingold has been quoted as an idealist, a cyberdrooler,
and a utopian dreamer as a result of this journalist accountcomplete
with personal interviews with many of his subjects and an easy-read
formatof the history of Virtual Reality. His outlook on both the
history and the future of VR technology is certainly very optimistic.
He understands VR to be the culimation, or the fusion, of all the most
powerful media, capable of augmenting human power (philosophically,
entertainment-wise, and scientifically) immeasureably. Virtual Reality
tells the history of VR in fairly inclusive terms, such that a significant
number of the technologies that evolved prior to the digital revolution
(Morton Heilig's Sensorama, for instance) and most of those that
evolved with and post digitization (video games, experimental programs,
graphics) seem to have all been really invented in order to spawn
the meta medium of VR. Relevant to humanists in particular, perhaps,
is the chapter entitled "The Origins of Drama and the Future of
Fun," in which Rheingold begins by evoking the work of Brenda Laurel
and goes on to muse about the relationship of VR to Greek theater himself.
Critical thinkers of VR such as Robert
Markley and Scott Bukatman are fairly tough on Rheingold,
discouraging his progressivist mode of telling history as well as his
bubbling optimism for the new technologies. However, for as much criticism
as Rheingold has received in critical circles, one can find his name
in the Index of nearly every text in this bibliography. His work seems
to either function as a counterpart/strawman for setting up a critical
(rather than progressivist) paradigm, or else, significantly, as a means
of conveniently accessing bits of 'history' here and there, including
the wave of utopian excitement for the new technologies that Rheingold
represents.
Marie-Laure Ryan, Editor. CybErSpacE
TeXtuaLitY: ComPuTeR TeChnologY and LiTerArY TheOrY. Bloomington:
Indiana UP, 1999.
This anthology is principally concerned with the question
of how our relation to the written word has been altered by electronic
textuality. As a means of confronting this question, contributers pay
careful attention to some of the fundamental terms surrounding this debate.
Virtual Reality, virtuality, virtualization, cyberspace, as well as immersion
and interactivity are carefully analyzed to derive theoretically complex
and yet specific definitions via attention to etymology, historical specificity,
theoretical/imaginative terms that have helped to usher in these terms'
usages, and contemporary usages of these terms that affect their meanings
or lack of meanings. In spite of, and ultimately perhaps because of the
nuance that surrounds this text, it is fascinating for those interested
in the study of virtuality to tap into the fairly polemical debate that
still erupts in Cyberspace Textuality, much as it seems to want
to be soothed over at key moments, particularly between the work of Ryan
and Poster,
regarding the question of whether virtual reality should finally be understood
as a transcendental term that is inclusive of such things as literature
and imagination, or whether it should be understood as historically specific
and essentially attached to the information age and its technologies.
Slavoj Zizek. "Cyberspace,
Or, The Unbearable Closure of Being." ThE PlaGuE of FanTaSieS.
London: Verso, 1997. 127-167
In this essay, Zizek claims that computerization is threatening the
boundaries between three major lines of separation: between ‘true life'
and its mechanical simulation; between objective reality and the false
(illusory) perception of it; and between fleeting affects, feelings,
attitudes etc. and the remaining hard core of the Self. Three aspects
of the new technologies are responsible for this threat, according to
Zizek. The first is that technobiology is undermining the difference
between ‘natural' life/reality and ‘artificial' life/reality. In this
way, natural reality ends up being ‘revealed' by technology, thereby
being something the technology can simulate, the only Real being the
underlying structure of DNA. Second, insofar as the VR apparatus can
generate experience of ‘true' reality, it undermines the difference
between what is true and what is semblance. (Zizek discusses this ‘loss
of reality' both in terms of computer-generated Virtual Reality and
the increasingly hyperreal images of the media.) He discusses this as
a crisis that turns on the loss of a ‘blindspot,' through ‘perfect vision,'
because as Lacan argues, the blindspot is actually what enables us to
‘see' (mentally)–"Without visual limit there can be no, or almost no,
mental imagery." The third aspect is MUD technology in cyberspace, which
undermines the notion of the self into a ‘collective mind,' a plurality
of self-images without a global co-ordinating centre. Throughout this
essay, Zizek plays with the relationship between virtual reality (a
product of digital culture) and the concept of virtuality (by which
he means not-actual), and he traces the ways in which both of these
terms find precursors in the language of psychoanalysis.
Slavoj Zizek. "From Virtual Reality to
the Virtualization of Reality." ELecTroNiC CuLTurE. Eds.
Timothy Druckrey. Preface by Allucquere Rosanne Stone. Aperture Foundation,
1996. 290-295
Zizek's interest in the relation between 'reality' and virtual reality
in this essay stems from a set of warring metaphors, one he creates
based on their prfound similarity and the other from their profound
distinction. On the one hand, Zizek argues that what we understand to
be 'real' reality is structurally indistinct from virtual reality (which
is synonomous, for Zizek, with the computer screen). On the other, he
describes the dangers of this similitude, based on the very real
differences between the two. According to Zizek, both 'real' reality
and virtual reality are modes of experiencing the world through fantasywhat
he calls the "detour through the maze of fantasy"which
functions to repress the traumatic Real (variously represented as Woman
or the sexual relationship). As he explains it, what we must sacrifice
in order to access 'reality' is our access to the 'reality of the trauma'the
Real. Termed 'symbolic bliss,' this veering away from the Real through
imagination constitutes human survival and is productive of reality
as we know it (and of virtual reality as we know it). As a result, virtual
reality can be extremely valuable, according to Zizek, because it serves
as a metaphor through which we can understand and remember the general
fantasy structure of any reality we experience. At the same time, however,
he is greatly alarmed by one striking difference of the 'reality' that
virtual reality offers as opposed to our 'real' reality. Virtual reality
is more efficient at excluding the Real, because nothing 'inconsistent'
can interfere with its (closed) system. In the reality outside the computer,
human beings are less capable of screening out inconsistency: chance,
unpredictability, the Other, irrupts in spite of us outside the computer,
and, for Zizek, this disorder permits a deeply valuable metaphor for
understandingand subsequently experiencingreality. Further,
the fact of the closure of computer (VR) reality is most terrifying,
for Zizek, precisely because it is not hidden from us. We recognize
the closure and we choose it anyway: Zizek's almost apacalytpic formulation
peaks in his description of his imagined child of technology turning
away from 'real' reality and toward VR not in spite ofbut rather
because ofthe safety of this Closure.
F I C T I O N
Alexander Besher. RiM: a nOVeL of VIrtUaL rEaLIty.
Alfred Bester. ThE DEmoLisHed MAn. 1951. Introduction by Harry
Harrison. New York: Vintage, 1996.
Much of contemporary culture--as the energy driving the concept and
the material fact of virtual reality exemplifies--is obsessed with visuality.
As Jaron Lanier has written, VR is supposed to be a means of communicating
by way of shared images rather than shared words (as the medium for
representing the mind's thoughts). He intimates that this new mode of
communication is newly soulful, transcending the power of words to allow
us to share ourselves with others. In The Demolished Man, Bester
creates a storyworld in which some people actually do have an unusual
capacity to communicate and 'read' other people, as Lanier's VR model
wishes for. (And like cyberpunk today, Bester traces the effects of
such a 'technology' on culture and individuals alike.) Yet this ur-communication
does not divorce itself from language; rather, language becomes both
the conduit of communication for the characters to communicate with
one another AND the bridge over the gap between these characters and
ourselves, the readers of the novel. These characters are a special
portion of the population known as 'Espers' in the context of Bester's
novel, because they are clairvoyant. Whether they are actually 'special'
or whether they are simply better at exploiting a capacity that all
human beings actaully possess is unknown. At any rate, they can literally
'read' minds. They communicate without speaking out loud; yet they communicate
with fellow Espers--in complex rhythms and patterns--through
words. As some of the finest cyberpunk fiction has done (I am thinking
of Neal Stephenson specifically), this novel beckons us to think about
language as a technology in the same way that we think about VR--as
powerful, possessive, alluring, hopeful. As Harry Harrison has written,
in the Introduction to the 1996 re-issue of this novel, "Most of all,
Bester is in love with language." I couldn't agree more. Harrison ends
his Introduction with the words, "Thank you Alfie, thank you very very
much." I just couldn't agree more.
Alfred Bester. THe StARs My DesTiNatIoN. 1956. Introduction
by Neil Gaiman. New York: Vintage, 1996.
Anyone who loves the work of contemporary SF writers such as William
Gibson, Bruce Sterling, or Neal Stephenson has to consider Bester, well,
the best of the best. The Stars My Destination is a stunning
work of SF, but even more exciting, it defines--three decades before
the movement would be named or defined--what we have come to know as
cyberpunk. As Neil Gaiman writes in the latest introduction to the novel,
Stars is "the perfect cyberpunk novel: it contains such cheerfully
protocyber elements as multinational corporate intrigue; a dangerous,
mysterious, hyperscientific McGuffin (PyrE); an amoral hero; a supercool
thief woman . . ." Perhaps most intriguing for me from this point of
view is the phenomenon that structures the plot of this novel--jaunting.
To jaunt is to travel, literally, to where one's mind imagines. It is
immediate, happens in 'real time' as one thinks of the place one wishes
oneself to be. The ways in which jaunting parallels the metaphors through
which we understand cyberspace and its correlative of travel--linking--is
extraordinarily exciting to think about. This novel works through both
the material and philosophical changes that jaunting has on the world,
just as thinkers today ponder those types of changes wrought by the
Internet and WWW, as well as by virtual reality (both as Idea and as
material fact). And yet. And yet one wants to claim for this novel more
than a retroactive affiliation with the cyberpunk Movement. It's not
enough. It seems more right, somehow, to say that this novel just must
have been an inspiration to contemporary cyberpunks--a way in, a portal
through which to see how to create such magic and wonder when exploring
technologies, of the present and of the imagination, in which the two
merge so that the world not only seems new and different somehow, but
so that we also see, mirrored back to us, the ways in which metaphor
and imaginative thought structure our lives in, as, and through technology.
The novel is a damn masterpiece.
Alfred Bester. The DEceIveRS. 1981. New York: Simon & Schuster,
1999.
Stephen Bury ("&" Neal Stephenson). IntERfaCE.
Pat Cadigan. TeA froM an EMptY CuP.
Orson Scott Card. ENdeR's GAmE.
Ender's Game is Orson Scott Card's novel-length retelling of
a short story by the same name that effectively launched his career
as a Science Fiction writer in 1977. From the seed of this novel, Card
has created an entire series of "Ender" novels including Speaker
For the Dead, Xenocide, Children of the Mind, Ender's
Shadow, and the forthcoming The Shadow of Hegemon. Ender's
Game is commonly understood as a classic work of Science Fiction
in the sense that it follows well-trodden generic territory such as
taking place in the future and indulging themes such as intergalactic
travel and alien invasions of earth. It is, however, extremely interesting
to note that this novel was published in 1985, just one year after the
ground-breaking publication of William Gibson's Neuromancer,
which marks a profound shift in the science-fiction world and has come
to define the beginning of a new SF literary movement known as cyberpunk.
One way to understand the divergence of cyberpunk from SF, according
to one of its premier spokespeople, Bruce Sterling, is through its focus
on present-day technologies and their possibilities--on "the lateral
futures of today's information technology" rather than on the conventional
"linear futures of space adventure." Although I would not suggest that
Ender's Game is directly aligned with the cyberpunk movement (nor would
either its author or its critics), I would suggest that it is a worthwhile
thought experiment to consider this novel as a type of accidental hybrid
between conventional SF and Cyberpunk fiction. With this experiment
in mind, aspects of the text jump out that might not otherwise become
the subject of analytic focus. . . . [for more on Ender's Game,
please drop in to the Transcriptions Bookshelf]
George Foy. ThE ShIFt.
William Gibson. NeuROmAnceR.
William Gibson. MoNA LIsa OveRdrIVe.
William Gibson. CoUNt ZeRO.
William Gibson. IdOrU.
William Gibson. ViRTuAl LIghT.
James Tiptree, Jr. "ThE gIRl WhO wAs PlUGged IN."
Neal Stephenson. SnoW CrAsH.
Neal Stephenson. ThE DiAMonD AgE.
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