ABSTRACT

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.

part I|248 pages

Cultural Texts

chapter 2|8 pages

Literary Precursors

chapter 3|9 pages

The Mirrorshades Collective

chapter 5|9 pages

Feminist Cyberpunk

chapter 6|7 pages

Pat Cadigan: Synners (Case Study)

chapter 7|8 pages

Post-Cyberpunk

chapter 9|9 pages

Steampunk

chapter 10|8 pages

Biopunk

chapter 11|10 pages

Non-SF Cyberpunk 1

chapter 12|10 pages

Comic Books 1

chapter 13|6 pages

American Flagg! (Case Study)

chapter 14|12 pages

Manga

chapter 15|9 pages

Early Cyberpunk Film

chapter 16|6 pages

Strange Days (Case Study)

chapter 17|10 pages

Digital Effects in Cinema

chapter 18|7 pages

Blade Runner 2049 (Case Study)

chapter 19|11 pages

Anime

chapter 21|9 pages

Television

chapter 23|9 pages

Video Games

chapter 24|7 pages

Deus Ex (Case Study)

chapter 25|9 pages

Tabletop Roleplaying Games

chapter 26|7 pages

Shadowrun (Case Study)

chapter 27|12 pages

Photography and Digital Art

chapter 28|10 pages

Fashion

chapter 29|7 pages

Music

part II|130 pages

Cultural Theory

chapter 31|9 pages

Simulation and Simulacra

chapter 32|9 pages

Gothicism

chapter 33|9 pages

Posthumanism(s)

chapter 34|9 pages

Marxism

chapter 35|9 pages

Cyborg Feminism

chapter 36|8 pages

Queer Theory

chapter 37|9 pages

Critical Race Theory

chapter 38|9 pages

Animality

chapter 39|9 pages

Ecology in the Anthropocene

chapter 40|9 pages

Empire

chapter 41|9 pages

Indigenous Futurisms

chapter 42|9 pages

Afrofuturism

chapter 43|11 pages

Veillance Society

chapter 44|9 pages

Activism

part III|50 pages

Cultural Locales

chapter 45|10 pages

Latin America

chapter 47|7 pages

Japan as Cyberpunk Exoticism

chapter 48|7 pages

India

chapter 49|8 pages

Germany

chapter 50|9 pages

France and Québec 1