ABSTRACT

This is a theoretical analysis of representational politics in the popular media of cyberculture. It considers the role that films, advertising, and other massmarketed cyberpop texts play in the formation of digital lifestyles, identities, and subjects. Cyberpop is a category of cultural productions that spans several media forms (including visual, textual, and electronic multimedia) and subgenres, such as cyberpunk novels and film, comic books and graphic novels, interactive computer games and visual art, advertisements for information and computer technologies, Web sites, and digital culture magazines. What makes cyberpop a coherent analytic category is its relationship to recently emergent technologies, models, and metaphors borrowed from what Evelyn Fox Keller calls the “cybersciences”—informatic, computer, and genomic technosciences, but also more experimental sciences such as biocomputing, artificial intelligence, robotics, artificial life, and virtual reality research and development. 1