|
| http://project.cyberpunk.ru/idb/subculture.html "Cyberpunk escaped from being a literary genre into cultural reality. People started calling themselves cyberpunks, or the media started calling people cyberpunks. The first people to identify themselves as cyberpunks were adolescent computer hackers who related to the street-hardened characters and the worlds created in the books of William Gibson, Bruce Sterling, John Shirley, and others. Cyberpunk hit the front page of the New York Times when some young computer kids were arrested for cracking a government computer file. The Times called kids "cyberpunks". Finally, cyberpunk has come to be seen as a generic name for a much larger trend more or less describing anyone who relates to the cyberpunk vision. This, in turn, has created a purist reaction among the hard-core cyberpunks, who feel they got there first." n R.U.Sirius, Mondo 2000: A Users Guide to the New Edge http://cyber.eserver.org/cyberpnk.txt From: mwark@peg.pegasus.oz.auNewsgroups: alt.cyberpunkDate: 01 Dec 92 20:37 ESTSubject: Cyberpunk as subcultureMessage-ID: <225000041@peg.pegasus.oz.au>Lines: 206Cyberpunk From subculture to mainstreamMcKenzie WarkA hip new lingo has infiltrated the mass media. 'Cyberspace','hypermedia' and 'virtual reality' have become the techno buzzwords of the '90s. After years of indifference and suspicion, theidea that technology can be fun, exciting, and sexy has surfacedagain.Two ideas in particular are now doing the rounds. One is thatcomputers are not just for pencil-head types in lab coats and greysuited accountants. Technology can be a tool for the imagination,opening up new terrains of images, sounds, experiences andconcepts. The second idea has less to do with computers than withcommunications. By linking up all of the computer powerlanguishing on desks and in basements, whole new forms ofinteraction are possible Q a communications revolution to takebeyond the television age.The first of these two ideas orbits somewhere around the termvirtual reality. The second is a vague nebula of possibilitiessighted off the cyberspace cluster. Both have been around a longtime, but have just recrystalised in the public's imagination.'Hypermedia' is the next phase in marketing this dream to thepublic. The movie Lawnmower Man has cashed in on the trend,pulping the whole lot together with some silly old Stephen Kinghaunted house clichs. The really interesting stuff on both thesecurrent trends can be found a little off the main stream. Take ahyperspace bypass back through the cyberpunk subculture of the80s, and you will find the creative source and force behind thepresent multimedia marketing push.Cyberpunk is a cute name for a rather motley collection of peoplewho thought and wrote and made art about technology over the lastdecade. Some of them were harmless. Some of them were mad, bad anddangerous to know. Like many other prophetic art avant gardes inthe past, they saw the future both more clearly and more crazilythan their contemporaries. Like the romantic poets and thedecadent artists of the 19th century; like the surrealists andfuturists and constructivists of the early 20th century, theywanted to change life. So they imagined how it could be different,not only from the present, but from how the future was officiallyimagined to be.Cyberpunk gathered momentum in 1984 with the publication of thefirst of William Gibson's novels, called Neuromancer. Gibson hassince published four novels and a collection of stories. There arehalf a dozen readers of cyberpunk fiction on the market, and nowother writers like Bruce Sterling and Pat Cadigan have emerged.There is even a remarkable 'overground' cyberpunk magazine calledMondo 2000, as well as a host of tiny desktop published fanzines.Cyberpunk has gone beyond a subculture and is now a full blownmarketing category.Gibson was an odd sort of person to launch an avant garde culturalmovement. He wrote pretty pulpy science fiction novels. He was asmall town, white suburban kind of guy. Yet he was able tocrystalise something that was in the air. He bleak, 'no future'landscape of punk rock and post-apocalyptic movies likeBladerunner and Mad Max, and imagined a way to escape from thestreet-level violence these films referred to. The way out wascyberspace.In Gibson's world, cyberspace is a consensual hallucinationcreated within the dense matrix of computer networks. Gibsonimagines a world where people can directly jack their nervoussystems into the net, vastly increasing the intimacy of theconnection between mind and matrix. Cyberspace is the worldcreated by the intersection of every jacked-in consciousness,every database and installation, every form of interconnectedinformation circuit, in short, human or in-human.This mythology of cyberspace is interesting for two reasons.Firstly, it provides an alternative to the boredom of suburbiawithout having to deal with the danger of inner-city living. Everysubculture needs a fantasy place to run away from suburban lifeto, be it the rural fantasy of the hippies or the urban fantasy ofpunk. Cyberspace is a fantasy destination for white, middle classsuburbanites who realise that rural life is even more boring thanthe suburbs and the cities are becoming far too dangerous.The other interesting thing about cyberspace is the way itrecreates the idea of community. Every subculture needs an imageof an outsider's community to cling to, to run to. For thecyberpunk, this community doesn't actually have a place. Its not anightclub in New York. It is not a street in London. It can beaccessed everywhere Q by modem. Of course, the bulletin boards ande-mail systems are a poor imitation of the fully wired-up world ofcyberspace, but its the nearest thing on earth. Cyberpunksubculture is the first subculture which doesn't have a particularplace of congregation Q its a suburban phenomenon made possible bythe networks. There are now hundreds of bulletin boards around theworld which have a cyberpunk style, where young cyberpunks discussthe lastest hardware and software.In a sense, subcultures are always a product of the mediatechnology of the age. The classic subcultures of the 60s and 70s,from the mods to the punks, where a combination of the electricworld of rock and roll with a style and a place and an ethos and acertain amount of drug abuse. The mods grew out of 50s austerityin Britain. They were the first generation of young people toenter mass white collar employment and aquire a disposable incomeat a young age. So they spent it Q on clothes and music and motorscooters and weekend trips to the seaside. They were a mobilecommunity, growing up on television and rock and roll. The firstgreat pop music TV show, Ready, Steady Go!, spread mod style fromone end of Britain to the other instantly, a fashiontransformation that without television would take months oryears.The punk movements of the late 70s were where the youthsubcultures launched by the mods finally crash-landed. Punk was asubculture based on the boredom of unemployment, not the tedium ofwhite collar work. It lacked the excitement and innocence of themods Q who were absolute beginners in the art of living in aconsumerist, media saturated world. Punk was a subculture createdby young people in the late 70s who grew up on the media and itspromises of the good life, and were bored with all that. It hadlet them down: 'career opportunities, the ones that never knock'as a song from the time put it. The punks took the mediatechnology of the time, the music, the fashion, the radio andvideo, and trashed it.Cyberpunk grew out of this negative subcultural style, but turnedit back towards a positive celebration. Where the mods had beenfascinated by consumerism and the mass media, cyberpunk isfascinated by the media technologies which were hitting the massmarket in the 80s. Desktop publishing, computer music and nowdesktop video are technologies taken up with enthusiasm bycyberpunk in the place of rock and roll. Computer networking isits alternative to the mods' pop TV or the punks' pirate radio.Just as subcultures from mod to punk were the testing ground fornew styles of music and fashion, the cyberpunk crowd are thetesting ground for new fashions in desk-top technology. The rapidevolution from video-games to virtual reality has been helpedalong by the hard core of enthusiasts eager to try out eachgeneration of simulated experience. The multimedia convergence ofthe publishing industry, the computer industry, the broadcastingindustry and the recording industry has a spot right at its centrecalled cyberpunk, where these new product experiments find acritical but playful market.Where punk was a product of unemployment and the english artschool, cyberpunk is a product of the huge array of technical andscientific universities created in the US to service the militaryindustrial complex. Your typical cyberpunk is white, suburban,middle class, and technically skilled. They are a new generationof white collar worker, resisting the yoke of work and suburbanlife for a while. They don't drop out, they jack in. They are afabulous example of how each generation, growing up with a givenlevel of media technology, has to discover the limits andpotentials of that technology by experimenting with everyday lifeitself.Subcultures are an art form. They can have their delinquent edge,its true. Mods took too many amphetamines. Punks were a littleprone to rioting. Cyberpunks sometimes have a romantic fascinationwith hacking into other peoples' computers. All this is a testingof limits, a pushing to the limit of the social norm. The enduringproduct of any subculture is a rapid innovation in popular style.Subcultures pioneer styles of life for the mainstream. In the caseof cyberpunk, the networked world of cyberspace, the interactiveworld of multimedia and the new sensoria of virtual reality willall owe a little to their willingness to be the test pigs forthese emergent technologies.There is also a tension in cyberpunk between the militaryindustrial monster that produces technology and the sensibility ofthe technically skilled individual trained for the high techmachine. Like all subcultures, cyberpunk expresses a conflict. Onthe one side is the libertarian idea that technology can be a wayof wresting a little domain of freedom for people from thenecessity to work and live under the constraints of today. On theother is the fact that the technologies of virtual reality,multimedia, cyberspace would never have existed in the first placehad the Pentagon not funded them as tools of war. The pilots whobombed Baghdad flew in virtual reality.Even the peaceful applications of these technologies can besubordinated to commercial imperatives abhorrent to the freethinking cyberpunk. There is a contradiction between the spirit offree enquiry and experiment and the need to keep corporate secretsand make a buck. Cyberpunk is a reflection of this contradiction Qon the one hand it is a drop out culture dedicated to pursing thedream of freedom through appropriate technology. On the other itis a ready market for new gadgets and a training ground for hipnew entrepreneurs with hi-tech toys to market. Cyberpunk may beover a subculture. It was reabsorbed into the mainstream likeevery other subculture before it. Yet it signals a fundamentalchange in the way subcultures can form and oppose themselves tothe mainstream. In effect, cyberpunk was the realisation that thenew generation of media tools are also excellent resources forchanging life, if only on the margins, and if only for a shortwhile. Like all of the other avant gardes and subcultures beforeit, it has added something special to the repertoire of postmodernlife.McKenzie Wark lectures in communications at Macquarie UniversityThis story originally appeared in 21*C(c) McKenzie Wark may be reproduced with permission mwark@pegasusmwark@laural.ocs.mq.oz.au |
|

No comments:
Post a Comment