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| Domain | Definition |
Computing | Cyberpunk /si:'ber-puhnk/ n.,adj. [orig. by SF writer Bruce Bethke and/or editor Gardner Dozois] A subgenre of SF launched in 1982 by William Gibson's epoch-making novel "Neuromancer" (though its roots go back through Vernor Vinge's "True Names" (see the Bibliography in Appendix C) to John Brunner's 1975 novel "The Shockwave Rider"). Gibson's near-total ignorance of computers and the present-day hacker culture enabled him to speculate about the role of computers and hackers in the future in ways hackers have since found both irritatingly nai"ve and tremendously stimulating. Gibson's work was widely imitated, in particular by the short-lived but innovative "Max Headroom" TV series. See cyberspace, ice, jack in, go flatline. Since 1990 or so, popular culture has included a movement or fashion trend that calls itself `cyberpunk', associated especially with the rave/techno subculture. Hackers have mixed feelings about this. On the one hand, self-described cyberpunks too often seem to be shallow trendoids in black leather who have substituted enthusiastic blathering about technology for actually learning and _doing_ it. Attitude is no substitute for competence. On the other hand, at least cyberpunks are excited about the right things and properly respectful of hacking talent in those who have it. The general consensus is to tolerate them politely in hopes that they'll attract people who grow into being true hackers. Source: Jargon File. |
Source: compiled by the editor from various references; see credits. | |
(From Wikipedia, the free Encyclopedia)
Cyberpunk (from Cyber(netics) + punk) is a sub-genre of science fiction which uses elements from the hard-boiled detective novel, film noir, Japanese anime, and post-modernist prose. It describes the nihilistic, underground side of the digital society which started to evolve in the last two decades of the 20th century. The dystopian world of cyberpunk has been called the antithesis of the utopian science fiction visions of the mid-20th century as typified by the world of Star Trek.
In cyberpunk literature much of the action takes place online, in cyberspace - the clear borderline between the real and the virtual becomes blurred. A typical (though not universal) feature of the genre is a direct connection between the human brain and computer systems.
Cyberpunk's world is a sinister, dark place with networked computers that dominate every aspect of life. Giant multinational corporations have replaced governments as centres of power. The alienated outsider's battle against a totalitarian system is a common theme in science fiction; however, in conventional sci-fi those systems tended to be sterile, ordered, and state-controlled. Cyberpunk, in sharp contrast, shows the seamy underbelly of corporatocracy, and the Sisyphean battle against their power by disillusioned renegades.
Cyberpunk stories are seen by social theorists as fictional forecasts of the evolution of the Internet. The virtual world of the Internet often appears in cyberpunk under various names, including "cyberspace," the "Metaverse" (as seen in Snow Crash), and the "Matrix" (from the film The Matrix).
Notable precursors to the genre are Alfred Bester (The Stars My Destination (Tiger! Tiger!), 1956), Philip K. Dick, John Brunner (The Shockwave Rider, 1975), Vernor Vinge (True Names, 1981), and K. W. Jeter (Dr. Adder).
William Gibson with his novel Neuromancer (1984) is seen as one of the first and greatest writers connected with the name Cyberpunk.
He emphasized style, character development and atmosphere over traditional science-fictional tropes, and Neuromancer was awarded the Hugo, Nebula, and Philip K. Dick Awards.
Others include Bruce Sterling (who functioned as cyberpunk's chief ideologue with his fanzine Cheap Truth), Philip K. Dick, Rudy Rucker, Pat Cadigan, and Neal Stephenson.
The film Blade Runner (1982) based on Philip K. Dick's Do Androids Dream of Electric Sheep is set in a dystopian future in which synthetic life forms have substandard rights. The short-lived television series Max Headroom also introduced many viewers to the genre.
At least two role-playing games called Cyberpunk exist: Cyberpunk 2020, by R. Talsorian Games, and GURPS Cyberpunk, published by Steve Jackson Games as a module of the GURPS family of role-playing games. Both are set in the near future, in a world where cybernetics and computers are even more present than today. Corporate corruption is a frequent theme in these games' adventures. The characters often find themselves skirting the law, if not outright flouting it.
In 1990, in an odd re-convergence of cyberpunk art and reality, the U.S. Secret Service somehow came to believe that GURPS Cyberpunk was a "handbook for computer crime", and raided the offices of Steve Jackson Games, confiscating all files related to GURPS Cyberpunk.
An unusual sub-sub-genre of cyberpunk is steampunk, which is set in an anachronistic Victorian environment.
The emerging genre called postcyberpunk continues the preoccupation with the effects of computers, but without the assumption of dystopia or the emphasis on cybernetic implants.
See also: Arcology, Cypherpunk, Corporatocracy, Technocracy, Cyberpunk fashion, Steampunk, Transhumanism
Source: adapted by the editor from Wikipedia, the free encyclopedia under a copyleft GNU Free Documentation License (GFDL) from the article "Cyberpunk."
Crosswords: CYBERPUNK |
| Specialty definitions using "CYBERPUNK": Intrusion Countermeasure Electronics ♦ jack in ♦ William Gibson. (references) |
| Domain | Usage | |
Movie/TV Titles | Hell: A Cyberpunk Thriller (1995) | |
Source: compiled by the editor from various references; see credits. | ||
| Domain | Title |
Books | |
Source: compiled by the editor from various references; see credits. | |
| "CYBERPUNK" is generally used as a noun (singular) -- approximately 100.00% of the time. "CYBERPUNK" is used about 10 times out of a sample of 100 million words spoken or written in English. Its rank is based on over 700,000 words used in the English language. Some parts-of-speech are not covered due to the samples used by the British National Corpus. (note: percents less than one-hundredth of one percent have been omitted) |
| Parts of Speech | Percent | Usage per 100 Million Words | Rank in English |
| Noun (singular) | 100% | 10 | 111,207 |
Source: compiled by the editor from several corpora; see credits.
| The following statistics estimate the number of searches per day across the major English-language search engines as identified by various trade publications. Hyperlinks lead to commercial use of the expression at Amazon.com. |
| Language | Translations for "CYBERPUNK"; alternative meanings/domain in parentheses. | ||||
Chinese | η"΅θε½ι εΊε . (various references) | ||||
Dutch | Cyberpunk. (various references) | ||||
Italian | cyberpunk. (various references) | ||||
Pig Latin | yberpunkcay | ||||
Derivations | |
Words beginning with "CYBERPUNK": cyberpunks. (additional references) | |
| Source: compiled by the editor, based on several corpora (additional references). | |
Scrabble® Enable2K-Verified Anagrams | |
| Words within the letters "b-c-e-k-n-p-r-u-y" | |
-2 letters: puckery. | |
-3 letters: bucker, bunker, penury, pucker, punker, punkey. | |
-4 letters: burke, buyer, crepy, cuber, pecky, perky, prune, punky, rebuy, upbye. | |
-5 letters: beck, bren, buck, bunk, burn, burp, bury, byre, cube, cuke, curb, cure, curn, ecru, kerb, kern, knur, kune, neck, neuk, nuke, peck, perk, prey, puce, puck, puke, punk, puny, pure, pyre, reck, rube, ruby. | |
| Words containing the letters "b-c-e-k-n-p-r-u-y" | |
+1 letter: cyberpunks. | |
| Source: compiled by the editor from various references; see credits. SCRABBLE® is a registered trademark. All intellectual property rights in and to the game are owned in the U.S.A and Canada by Hasbro Inc., and throughout the rest of the world by J.W. Spear & Sons Limited of Maidenhead, Berkshire, England, a subsidiary of Mattel Inc. Mattel and Spear are not affiliated with Hasbro. | |
| 1. Crosswords 2. Usage: Modern 3. Usage: Commercial 4. Usage Frequency | 5. Expressions: Internet 6. Translations: Modern 7. Derivations 8. Anagrams | 9. Bibliography |
Copyright © Philip M. Parker, INSEAD. Terms of Use.