Anthony J. Pennings, PhD


The Cyberpunk Genre as Social and Technological Analysis

Posted on | August 13, 2018 | No Comments

I once taught a Freshman seminar at New York University in Information System Management (ISM). The course was introductory and only two credits so I felt we needed a focused, yet comprehensive set of analytical concepts to shape our discussions and assignments about ISM in the modern world. I decided to use the “cyberpunk” genre (a subgenre of science fiction) to look at the relationship between current digital technologies and the types of societies they were engendering.

Frances Bonner’s “Separate Development: Cyberpunk in Film and TV” in Fiction 2000: Cyberpunk and the Future of the Narrative HAL-ICON(1992) pointed to cyberpunk’s “…frenetic pace, the excess of information, the inverted millenarianism (figured especially in various forms of decay) and the concentration on computers, corporations, crime, and corporeality–the four C’s of cyberpunk film plotting.”[1] All four “C’s” were integral components of the “Cy-Fi” literary classics such as Philip K. Dick’s Do Androids Dream of Electric Sheep (1968) and William Gibson’s Neuromancer (1984) as well as films such as Blade Runner, The Matrix and the Terminator series.

Interestingly, cyberpunk has since gone mainstream and produced major blockbuster movies. Tony Stark, in the Ironman series, for example, certainly embodies corporeality with the Ironman exoskeleton, the corporation with Stark Industries, and computers with networked augmented reality. Its villainy indicts several sources including disgruntled Russians and aliens – not standard cyberpunk icons but an indication of the expansion of the genre towards “cy-fi” – cyberfictions. More recently, The Ghost in the Shell (2017) starring Scarlett Johansson reprised the anime classic by the same name. Created by Shirow Masamune, it became an animated movie in 1995.

Let’s discuss the 4 “C’s” in more detail:

Computers could easily be replaced with “cyberspace” as the combination of digital processing and networked communications provides a convenient point of departure for an analysis of contemporary cybersocieties. ColussusComputers initially appeared in literary productions as large, dominant “brains”, such as the giant computer in Colossus: The Forbin Project (1970) or HAL 9000 in 2001: A Space Odyssey (1968), no doubt based on the SAGE computers built by IBM and MIT as a North American hemispheric defense system. By the 1980s, the network capabilities added new dimensions and thus plot devices. War Games (1983) drew on the history of the large mainframe computer (Whoppr) used for nuclear defense purposes but also introduced home terminals and a networked environment. Cyberspace soon competed with science fiction’s interstellar rocket-ship as the dominant literary icon.

Cyberspace is still often used to refer to realm of electronic communication. It usually refers to data stored in a large computer or network represented as a three-dimensional model through which a virtual-reality user can move. It is represented through graphics, keyboards, textboxes, and human-computer interfaces.

Corporations are organizations with limited liability. Investors are protected to amount of their investments and not liable for negligence or criminal conduct. They are designed to maximize profits for their investors and often with the ability to raise capital by selling shares to the public. Corporations often have a legal status as “artificial persons,” which gives them rights equal to citizens. This peculiar status emerged because of a legal decision called Santa Clara County v. Southern Pacific Railroad that applied the 14th Amendment to corporations. This amendment to the United States Constitution was originally designed to secure rights for the recently freed slaves.

Corporations are prevalent icons in the cyberfiction genres. Intelligent buildings such as Network XXIII’s headquarters in Max Headroom or DieHard‘s Nakatomi Tower represent the phallic connotation of corporate vitality. In the age of the ethereality of electric digital money, the marble and steel highrise is the material representation of modern power. In the theological context, where the power is arranged hierarchically, height attains a spiritual significance. In “real” life, the corporate Majestic Tower in Wellington, New Zealand was built next to St. Mary’s Catholic church and given a mocking halo of lights as the country’s elite embraced a new corporate mentality. Corporations are often represented through icons such as skyscrapers, board rooms, logos, AIs, stock prices, ticker tapes, executives.

Criminality is a standard literary device that was successfully applied to the cyberpunk genre. Known historically in crime fiction and especially for its use in the gangster genre. The gangster as a product of the new urban civilization confronted the contradictions of liberal capitalism with its promise of a classless, democratic society. The genre pitted desire against constraint, where the gangster violates the system of rules and bureaucracy in the name of tragic individualism. The gangster character-type with its propensity towards dramatic action and individualistic profiteering has long been a vehicle for politicizing capitalism’s perennial problems — alienation, debt, greed, poverty, and unemployment. While most cyberfiction reifies the individual neo-liberal hacker and “his” struggle against officialdom, its more politicized forms point to skill base and capital investment required of high tech corporate espionage. Criminality in fiction is often represented by icons such as dress, weapons, language, violence, bling, computer hacking, and mug shots.

Corporeality is one of the most intriguing and under researched areas of the cyberfiction domain. What is the relationship between human bodies and technologies? How do technological developments augment or replace the human body. How can the body be bio-engineered? How can the body be commoditized? Drugs, implant devices, and external aids such as eyeglasses and hearing aids are some of the ways technology has been used to augment or control the human body. Cybernetic organisms, Donna Haraway’s “Cyborgs” and Tim Luke’s “Humachines” constantly test the boundaries of what we consider human and what we consider machine. Corporeality is often represented by icons such as mind-body and other interfaces, drugs, and interchangeable body parts.

Bonner suggested that narratives can be categorized as “cyberpunk” when they include some combination of computers, corporations, crime, and corporeality.[2] The 4 Cs of cyberpunk genre analysis provides categories to examine the technological, economic, medical and legal issues facing modern societies. They can guide the explorations of not only various imagined futures but the types of visual and auditory techniques that shape our mental constructions of worldly environments and possible speculative outcomes of current trajectories.


[1] Frances Bonner’s Fiction 2000: Cyberpunk and the Future of the Narrative (1992) (Slusser, G. and Shippey, T. eds. Athens: University of Georgia Press)
[2] ibid, p. 191.



AnthonybwAnthony J. Pennings, PhD is Professor and Associate Chair of the Department of Technology and Society, State University of New York, Korea. Before joining SUNY, he taught at Hannam University in South Korea and from 2002-2012 was on the faculty of New York University. Previously, he taught at St. Edwards University in Austin, Texas, Marist College in New York, and Victoria University in New Zealand. He has also spent time as a Fellow at the East-West Center in Honolulu, Hawaii.


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    Professor and Associate Chair at State University of New York (SUNY) Korea. Recently taught at Hannam University in Daejeon, South Korea. Moved to Austin, Texas in August 2012 to join the Digital Media Management program at St. Edwards University. Spent the previous decade on the faculty at New York University teaching and researching information systems, media economics, and strategic communications.

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