{"id":193361,"date":"2017-05-17T02:01:57","date_gmt":"2017-05-17T06:01:57","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk-derivatives-wikipedia\/"},"modified":"2017-05-17T02:01:57","modified_gmt":"2017-05-17T06:01:57","slug":"cyberpunk-derivatives-wikipedia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/cyberpunk-derivatives-wikipedia\/","title":{"rendered":"Cyberpunk derivatives &#8211; Wikipedia"},"content":{"rendered":"<p><p>    A number of cyberpunk derivatives have become recognized    as distinct subgenres in speculative fiction.[1] These derivatives, though    they do not share cyberpunk's computers-focused setting, may    display other qualities drawn from or analogous to cyberpunk: a    world    built on one particular technology that is extrapolated to    a highly sophisticated level (this may even be a fantastical or    anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a    particular approach to social themes.  <\/p>\n<p>    The most successful[citation    needed] of these subgenres, Steampunk, has been    defined as a \"kind of technological fantasy\",[1]    and others in this category sometimes also incorporate aspects    of science fantasy and historical fantasy.[2] Scholars have written of these    subgenres' stylistic place in postmodern literature, and also    their ambiguous interaction with the historical perspective of    postcolonialism.[3]  <\/p>\n<p>    American author Bruce Bethke coined the term \"cyberpunk\" in his 1980    short story    of the same name, proposing it as a label for a new generation    of punk teenagers inspired by the    perceptions inherent to the Information Age.[4] The term was quickly appropriated    as a label to be applied to the works of William    Gibson, Bruce Sterling, John Shirley,    Rudy    Rucker, Michael Swanwick, Pat Cadigan,    Lewis    Shiner, Richard Kadrey, and others. Science    fiction author Lawrence Person, in    defining postcyberpunk, summarized the    characteristics of cyberpunk thus:  <\/p>\n<p>      Classic cyberpunk characters were marginalized, alienated      loners who lived on the edge of society in generally dystopic      futures where daily life was impacted by rapid technological      change, an ubiquitous datasphere of computerized information,      and invasive modification of the human body.[5]    <\/p>\n<p>    The relevance of cyberpunk as a genre to punk    subculture is debatable and further hampered by the lack of    a defined cyberpunk subculture; where the small cyber movement shares themes with    cyberpunk fiction and draws inspiration from punk and goth alike,    cyberculture is much more popular though    much less defined, encompassing virtual communities and cyberspace in general    and typically embracing optimistic anticipations about the    future. Cyberpunk is nonetheless regarded as a successful    genre, as it ensnared many new readers and provided the sort of    movement that postmodern literary critics found alluring.    Furthermore, author David Brin argues, cyberpunk made science    fiction more attractive and profitable for mainstream media and    the visual arts in general.[6]  <\/p>\n<p>    Biopunk emerged during the 1990s and focuses on the near-future    unintended consequences of the    biotechnology revolution    following the discovery of recombinant DNA. Biopunk fiction    typically describes the struggles of individuals or groups,    often the product of human    experimentation, against a backdrop of totalitarian governments or megacorporations which misuse biotechnologies as means of social    control or profiteering. Unlike cyberpunk,    it builds not on information technology but on    biorobotics    and synthetic biology. As in postcyberpunk however, individuals are    usually modified and enhanced not with cyberware, but by    genetic manipulation of    their chromosomes.  <\/p>\n<p>    Nanopunk refers to an emerging subgenre of speculative science    fiction still very much in its infancy in comparison to other    genres like that of cyberpunk.[7] The genre is    similar to biopunk, but describes a world in which the use of    biotechnology is limited or prohibited, and    only nanites and nanotechnology is in wide use (while    in biopunk bio- and nanotechnologies often coexist). Currently    the genre is more concerned with the artistic and physiological    impact of nanotechnology, than of aspects of the technology    itself. Still, one of the most prominent examples of nanopunk    is Crysis video game series. And    much lesser famous examples is Generator Rex and Transcendence.[8]  <\/p>\n<p>    As new writers and artists began to experiment with cyberpunk    ideas, new varieties of fiction emerged, sometimes addressing    the criticisms leveled at the original cyberpunk stories.    Lawrence Person wrote in an essay he posted to the Internet    forum Slashdot in 1998:  <\/p>\n<p>      The best of cyberpunk conveyed huge cognitive loads about the      future by depicting (in best \"show, don't tell\" fashion) the      interaction of its characters with the quotidian minutia of      their environment. In the way they interacted with their      clothes, their furniture, their decks and spex, cyberpunk      characters told you more about the society they lived in than      \"classic\" SF stories did through their interaction with      robots and rocketships.      Postcyberpunk uses the same immersive world-building      technique, but features different characters, settings, and,      most importantly, makes fundamentally different assumptions      about the future. Far from being alienated loners,      postcyberpunk characters are frequently integral members of      society (i.e., they have jobs). They live in futures that are      not necessarily dystopic (indeed, they are often suffused      with an optimism that ranges from cautious to exuberant), but      their everyday lives are still impacted by rapid technological change and an      omnipresent computerized      infrastructure.[5]    <\/p>\n<p>    and advocates using the term \"postcyberpunk\" for this strain of    science fiction. In this view, typical postcyberpunk stories    explore themes related to a \"world of accelerating    technological innovation and ever-increasing complexity in ways    relevant to our everyday lives\" with a continued focus on    social aspects within a post-third industrial-era    society, such as of ubiquitous dataspheres and cybernetic    augmentation of the human body. Unlike    cyberpunk its works may portray a utopia or to blend elements    of both extremes into a more mature (to cyberpunk) societal    vision. Rafael Miranda Huereca states:  <\/p>\n<p>      In this fictional world, the unison in the hive becomes a      power mechanism which is      executed in its capillary form, not from above the social      body but from within. This mechanism as Foucault      remarks is a form of power, which \"reaches into the very      grain of individuals, touches their bodies and inserts itself      into their actions and attitudes, their discourses, learning      processes and everyday lives.\" In postcyberpunk unitopia 'the      capillary mechanism' that Foucault describes is literalized.      Power touches the body through the genes, injects viruses to      the veins, takes the forms of pills and constantly penetrates      the body through its surveillance systems; collects samples      of body substance, reads finger prints, even reads the      prints that are not visible, the ones which are coded in      the genes. The body responds back to power, communicates with      it; supplies the information that power requires and also      receives its future conduct as a part of its daily routine.      More importantly, power does not only control the body, but      also designs, (re)produces, (re)creates it according to its      own objectives. Thus, human body is re-formed as a result of      the transformations of the relations between communication      and power.[9]    <\/p>\n<p>    The Daemon novels by Daniel Suarez could be considered    postcyberpunk in that sense. In addition to themes of its    ancestral genre postcyberpunk might also combine elements of    nanopunk and biopunk.[10] Often named    examples of postcyberpunk novels are Neal    Stephenson's The Diamond Age and Bruce    Sterling's Holy Fire. In television,    Ghost in the    Shell: Stand Alone Complex has been called \"the most    interesting, sustained postcyberpunk media work in    existence\".[11] In 2007, SF writers James    Patrick Kelly and John Kessel published Rewired: The    Post-Cyberpunk Anthology. Like all categories discerned    within science fiction, the boundaries of postcyberpunk are    likely to be fluid or ill defined.[12]  <\/p>\n<p>    As a wider variety of writers began to work with cyberpunk    concepts, new subgenres of science fiction emerged, playing off    the cyberpunk label, and focusing on technology and its social    effects in different ways. Many derivatives of cyberpunk are    retro-futuristic, based either on the    futuristic visions of past eras, especially from the first and second industrial revolution    technological-eras, or more recent extrapolations or    exaggerations of the actual technology of those eras.  <\/p>\n<p>    The word \"steampunk\" was invented in 1987 as a jocular    reference to some of the novels of Tim Powers, James P. Blaylock, and K. W. Jeter. When    Gibson and Sterling entered the subgenre with their 1990    collaborative novel The    Difference Engine the term was being used earnestly as    well.[13]Alan Moore's and Kevin O'Neill's 1999 The League of    Extraordinary Gentlemen historical fantasy comic book series    (and the subsequent 2003 film    adaption) popularized the steampunk genre and helped propel    it into mainstream fiction.[14]  <\/p>\n<p>    The most immediate form of steampunk subculture is the    community of fans surrounding the genre. Others move beyond    this, attempting to adopt a \"steampunk\" aesthetic through    fashion, home decor and even music. This movement may also be    (perhaps more accurately) described as \"Neo-Victorianism\", which is the    amalgamation of Victorian aesthetic principles with modern    sensibilities and technologies. This characteristic is    particularly evident in steampunk fashion which tends to    synthesize punk, goth and rivet styles as filtered through the Victorian    era. As an object style, however, steampunk adopts more    distinct characteristics with various craftspersons modding modern-day devices    into a pseudo-Victorian mechanical \"steampunk\" style.[15] The goal of such redesigns is to    employ appropriate materials (such as polished brass, iron, and    wood) with design elements and craftsmanship consistent with    the Victorian era.[16]  <\/p>\n<p>    Dieselpunk is a genre and art style based on the aesthetics    popular between World War I and the end of World War II. The    style combines the artistic and genre influences of the period    (including pulp magazines, serial films,    film noir,    art deco, and wartime pin-ups) with retro-futuristic technology[17][18] and    postmodern sensibilities.[19]    First coined in 2001 as a marketing term by game designer Lewis    Pollak to describe his role-playing game Children of the    Sun,[18][20]    dieselpunk has grown to describe a distinct style of visual    art, music, motion pictures, fiction, and engineering. Examples    include the movies Iron Sky, Rocketeer, K-20: Legend of the Mask,    Sky Captain and the    World of Tomorrow and Dark City, and the games    Crimson    Skies, Greed Corp, Gatling    Gears, BioShock and its sequel BioShock 2,    The Legend of Korra and    Skullgirls.[21]  <\/p>\n<p>    There have been a handful of divergent terms based on the    general concepts of steampunk. These are typically considered    unofficial and are often invented by readers, or by authors    referring to their own works, often humorously.  <\/p>\n<p>    A large number of terms have been used by the GURPS roleplaying game    Steampunk to describe anachronistic technologies and    settings, including stonepunk, bronzepunk, sandalpunk,    candlepunk, and transistorpunk. These terms have seen very    little use outside GURPS.[22]  <\/p>\n<p>     Stonepunk refers to works set roughly    during the Stone    Age in which the characters utilize Neolithic Revolutionera technology    constructed from materials more or less consistent with the    time period, but possessing anachronistic complexity and    function. The Flintstones franchise and its    various spin offs, Roland Emmerich's 10,000    BC, and the flashback scenes in Cro fall under this category. Literary    examples include Edgar Rice    Burrough's Back to the Stone Age and    The Land that Time    Forgot, and Jean M. Auel's \"Earths Children\" series,    starting with The Clan of the Cave    Bear.[23]  <\/p>\n<p>     Clockpunk portrays Renaissance-era    science and technology based on pre-modern    designs, in the vein of Mainspring by Jay Lake,[24] and Whitechapel    Gods by S. M. Peters.[25] Examples of    clockpunk include Astro-Knights Island in the nonlinear game    Poptropica, the 2011 film version of The    Three Musketeers, the game Thief: The Dark Project, and    the game Syberia.  <\/p>\n<p>    The term was coined by the GURPS role playing system.[22]  <\/p>\n<p>     Nowpunk is a term invented by Bruce    Sterling, which he applied to contemporary fiction set in    the time period in which the fiction is being published, i.e.    all contemporary fiction. Sterling used the term to describe    his book The Zenith Angle, which follows the    story of a hacker whose life is changed by the September 11, 2001    attacks.[26]  <\/p>\n<p>     Elfpunk is subgenre of urban fantasy    in which traditional mythological creatures such as faeries    and elves are transplanted from rural folklore into    modern urban settings and has been seen in books since the    1980s including works such as War of the Oaks by Emma    Bull, Gossamer Axe by Gael Baudino, and The Iron    Dragons' Daughter by Michael Swanwick. During the awards    ceremony for the 2007 National Book    Awards, judge Elizabeth Partridge expounded on the    distinction between elfpunk and urban fantasy, citing fellow judge    Scott Westerfeld's thoughts on the works of Holly Black who is    considered \"classic elfpunkthere's enough creatures already,    and she's using them. Urban fantasy, though, can have some    totally made-up f*cked-up [sic] creatures\".[27]  <\/p>\n<p>    Catherynne M. Valente uses    the term \"mythpunk\" to describe a subgenre of mythic    fiction which starts in folklore and myth and adds elements of postmodern    literary techniques. As the -punk appendage implies,[28] mythpunk is subversive. In    particular, it uses aspects of folklore to subvert or question    dominant societal norms, often bringing in a    feminist and\/or    multicultural approach. It confronts, instead of conforms, to    societal norms.[29] Valente    describes mythpunk as breaking \"mythologies that defined a    universe where women, queer folk, people of color, people who deviate from    the norm were invisible or never existed\" and then \"piecing it    back together to make something strange and different and    wild\".[28]  <\/p>\n<p>    Typically, mythpunk narratives focus on transforming folkloric    source material rather than retelling it, often through    postmodern literary techniques such as non-linear storytelling, worldbuilding,    confessional poetry, as well as    modern linguistic and literary devices. The use of    folklore is especially important because folklore is \"often a    battleground between subversive and conservative forces\" and a    medium for constructing new societal norms. Through postmodern    literary techniques, mythpunk authors change the structures and    traditions of folklore, \"negotiatingand validatingdifferent    norms\".[29]  <\/p>\n<p>    Most works of mythpunk have been published by small presses, such    as Strange Horizons,[30] because    \"anything playing out on the edge is going to have truck with    the small presses at some point, because small presses take big    risks\".[28] Writers whose works would    fall under the mythpunk label include Ekaterina    Sedia, Theodora Goss, Neil Gaiman, Sonya Taaffe,    Adam    Christopher, and the anonymous author behind the pen name    \"B.L.A. and G.B. Gabbler\". Valente's novel Deathless is a good example of    mythpunk, drawing from classic Russian    folklore to tell the tale of Koshchei the Deathless    from a female perspective.[31]  <\/p>\n<p>     \"Dreampunk\" is a fledgling genre of    post-modern, dystopian fiction that concentrates on the    alchemical power of dreams and the exploration of    countercultures. Dreampunk is influenced by other punk genres    such as steampunk and cyberpunk but also from more classical    literary genres, mythology, process-oriented psychology,    Jungian archetypes and shamanic traditions. Dreampunk, as the    name suggests, is inspired by dreams, and thus uses \"dream    logic\" or fairy tales to convey themes and    meaning. A complex and nuanced genre of fiction, dreampunk    narratives are layered and can be interpreted on many levels,    with superficial narrative elements suitable for all audiences    as well as deep and chilling archetypal references that are    more intriguing for readers interested in alchemy, psychoanalysis or the occult. Works cited as    dreampunk include many of the works of filmmaker David Lynch and    Lewis    Carroll's Alice    series.[32][bettersourceneeded]  <\/p>\n<p>    Works concerned specifically with dreampunk themes include the    works of EC Steiner,[33]    an Atlanta-based artist, designer and sometimes storyteller,    and Yelena Calavera,[34]    a writer, journalist and multimedia storyteller from    Johannesburg, South Africa. Calavera's extensive    writing[35] actively    aims to flesh out the dreampunk genre and publish literary    titles that best articulate the main themes of the genre.  <\/p>\n<p>    Decopunk is a recent subset of Dieselpunk, centered around the    art deco and Streamline Moderne art styles,    and based around the period between the 1920s and 1950s. In an    interview[36] at CoyoteCon, steampunk author    Sara M.    Harvey made the distinctions \"shinier than dieselpunk, more    like decopunk\", and \"Dieselpunk is a gritty version of    steampunk set in the 1920s1950s. The big war eras,    specifically. Decopunk is the sleek, shiny very art deco    version; same time period, but everything is chrome!\" Its    fandom arose around 2008.[citation    needed] Possibly the most notable examples    of this are the first two BioShock games, and the    cartoon Batman: The Animated    Series which included neo-noir elements along with modern elements    such as the use of VHS    cassettes.  <\/p>\n<p>     Atompunk (sometimes called \"atomicpunk\")    relates to the pre-digital short twentieth century,    specifically the period of 19451965, including mid-century    Modernism, the    Atomic Age,    Jet Age and    Space Age,    Communism and    concern about it exaggerated as paranoia in the USA along with Neo-Soviet styling, underground cinema, Googie    architecture, Sputnik and the Space Race, superhero    fiction and comic books, the rise of the US    military\/industrial powers and the fall-out of Chernobyl.[37][38] Its aesthetic tends toward    Populuxe and    Raygun    Gothic, which describe a retro-futuristic vision of the    world.[37] Among the    most notable examples is the Fallout video game series and the    film Fido.  <\/p>\n<p>    Cyberprep is a term with a very similar meaning to    postcyberpunk. The word is an amalgam of the prefix \"cyber-\",    referring to cybernetics and \"preppy\", reflecting its divergence from the    punk elements of cyberpunk. A cyberprep world assumes that all    the technological advancements of cyberpunk    speculation have taken place but life is utopian rather than gritty and    dangerous.[39] Since society is largely    leisure-driven, uploading is more of an    art form or a medium of entertainment[citation    needed] while advanced body    modifications are used for sports, pleasure and    self-improvement. An example would be Scott Westerfeld's    Uglies series.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/en.wikipedia.org\/wiki\/Cyberpunk_derivatives\" title=\"Cyberpunk derivatives - Wikipedia\">Cyberpunk derivatives - Wikipedia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> A number of cyberpunk derivatives have become recognized as distinct subgenres in speculative fiction.[1] These derivatives, though they do not share cyberpunk's computers-focused setting, may display other qualities drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a particular approach to social themes. The most successful[citation needed] of these subgenres, Steampunk, has been defined as a \"kind of technological fantasy\",[1] and others in this category sometimes also incorporate aspects of science fantasy and historical fantasy.[2] Scholars have written of these subgenres' stylistic place in postmodern literature, and also their ambiguous interaction with the historical perspective of postcolonialism.[3] American author Bruce Bethke coined the term \"cyberpunk\" in his 1980 short story of the same name, proposing it as a label for a new generation of punk teenagers inspired by the perceptions inherent to the Information Age.[4] The term was quickly appropriated as a label to be applied to the works of William Gibson, Bruce Sterling, John Shirley, Rudy Rucker, Michael Swanwick, Pat Cadigan, Lewis Shiner, Richard Kadrey, and others. Science fiction author Lawrence Person, in defining postcyberpunk, summarized the characteristics of cyberpunk thus: Classic cyberpunk characters were marginalized, alienated loners who lived on the edge of society in generally dystopic futures where daily life was impacted by rapid technological change, an ubiquitous datasphere of computerized information, and invasive modification of the human body.[5] The relevance of cyberpunk as a genre to punk subculture is debatable and further hampered by the lack of a defined cyberpunk subculture; where the small cyber movement shares themes with cyberpunk fiction and draws inspiration from punk and goth alike, cyberculture is much more popular though much less defined, encompassing virtual communities and cyberspace in general and typically embracing optimistic anticipations about the future.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/cyberpunk-derivatives-wikipedia\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":4,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-193361","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/193361"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=193361"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/193361\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=193361"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=193361"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=193361"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}