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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Le cyberpunk vernaculaire de l’Amérique latine : dystopies, virtualités et résistances

Muñoz Zapata, Juan Ignacio 04 1900 (has links)
Héritière de la tradition fantastique borgésienne, imprégnée d’une réalité composée de mythes précolombiens et des résidus industriels de la modernité, et développée à l’ère de la mondialisation, du post-modernisme, des jeux vidéos, du cinéma numérique et d’animation, la tendance cyberpunk latino-américaine est cultivée du Mexique jusqu’en Argentine, en passant par Cuba et d’autres pays souvent méconnus dans le monde de la science-fiction comme le Paraguay et la Bolivie. Pressenti dans les œuvres de certains écrivains canoniques comme Ricardo Piglia, Carmen Boullosa ou Edmundo Paz-Soldán, le cyberpunk se manifeste avec force dans l’écriture de jeunes artistes interdisciplinaires et de collaborateurs assidus des fanzines. Cette adaptation du sous-genre dans un continent où la référence reste encore le réel merveilleux et le réalisme magique, malgré l’apport des générations plus récentes comme celle de « McOndo » ou celle du « Crack », essaie d’élaborer une série de réponses aux questions issues de la conjoncture historique et artistique dans laquelle nous vivons : comment situer l’identité latino-américaine dans la nouvelle cartographie culturelle mondiale à travers une littérature qui cherche à se renouveler par rapport au canon littéraire et à la marginalité de son propre genre? Quelles sont les stratégies d’assimilation et de résistance qu’adoptent des jeunes auteurs latino-américains devant le cyberpunk anglo-américain littéraire et cinématographique? Peut-on parler d’un impact esthétique et philosophique du cyberpunk sur la culture latino-américaine, perçue habituellement comme une consommatrice passive de ces produits culturels et non comme une productrice? Ce travail cherche à parcourir l’ensemble de ces questions à partir d’une réflexion sur les principaux dispositifs constitutifs du cyberpunk – la dystopie et la virtualité – dans les discours (post)identitaires en Amérique Latine. Représentation presque mimétique de l’espace socioculturel et historique latino-américain à travers la violence et la répression politique, militaire, ethnique ou sexuelle, la dystopie est un moyen d’articuler certaines figures spatiales aux mythes nationaux et à la politique identitaire dans le contexte de la mondialisation. Cette dernière réalité socioculturelle, ainsi que l’idéologie esthétique que véhicule celle-ci à travers le cyberpunk, crée un conflit avec ces discours identitaires nationaux, conflit qui est accentué ou dissous par la représentation de la réalité virtuelle. La réalité virtuelle, comprise ici comme la direction que le récit prend pour défaire ou consolider la figure dystopique, mène à réfléchir également sur les enjeux de la (post)identité. Penser à une (post)identité (en gardant bien à l’esprit cette parenthèse) à travers le cyberpunk signifie poser une question sur la résistance au passé identitaire des mythes nationaux, au présent de la mondialisation culturelle, et aux discours post-humanistes qui semblent marquer le futur. À l’appui de travaux sur la dystopie et la réalité virtuelle dans le cyberpunk anglo-américain, ainsi que des études culturelles latino-américaines, je parcourrai un corpus composé des romans écrits entre 1990 et 2005. Ce corpus comprendra La Primera Calle de la Soledad (1993) de Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) de Fausto Fawcett, Ygdrasil (2005) de Jorge Baradit, et les films argentins No muera sin decirme adónde vas (1992) d’Eliseo Subiela et La sonámbula (1998) de Fernando Spiner. Dans ces oeuvres, la dystopie se configure aux possibilités narratives de la virtualité et traverse des thématiques identitaires comme les mythes sexuels et nationaux, la mémoire et le traumatisme ainsi que les projets utopiques des minorités. / Heirs to the tradition of Borgesian fantasy, impregnated by a reality built upon pre-Columbian myths and the industrial residues of modernity, and developed in the age of globalisation, postmodernism, videogames, digital cinema and animation, Latin American cyberpunk is cultivated from Mexico to Argentina, passing through Cuba and other countries not usually recognized in the world of science fiction like Paraguay and Bolivia. Barely perceived in the works of certain canonical writers such as Ricardo Piglia, Carmen Boullosa or Edmundo Paz-Soldán, cyberpunk manifests itself fully in the writings of young interdisciplinary artists and constant fanzine collaborators. This sub-genre adaptation in a continent better known not only for “lo real maravilloso” and magical realism, notwithstanding other more recent generations of writers such as “McOndo” and “Crack”, tries to elaborate a series of responses to questions issued from the historical and artistic moment of contemporary life: how to place Latin American identity within the new worldwide cultural mapping by means of a literature searching to reinvent itself within the mainstream space and the marginality of its own genre? What are the strategies of assimilation and resistance adopted by these young Latin American cyberpunk writers in the face of literary and cinematographic Anglo American cyberpunk? Can one speak of an aesthetic and philosophical impact on Latin American culture, normally perceived not as a producer but rather a passive consumer of this sort of cultural production? This thesis intends to deal with these questions in reflecting on one of the constituent devices of cyberpunk: dystopia in conjunction with post-identitary discourses in Latin America. An almost mimetic representation of Latin America’s sociocultural and historical space through violence and political, military ethnic or sexual repression, dystopia is a means to articulate certain spatial figures in national myths and identity politics within the context of globalisation. This latter sociocultural reality, along with the aesthetic ideology that conveys it throughout cyberpunk, enters in conflict with those discourses of national identity, leading us to reflect on post-identity issues. Relying on works on dystopia and identity in Anglo American cyberpunk, as well as on Latin American cultural studies, I will peruse a corpus made up of the novels La primera calle de la soledad (1993) by Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) by Fausto Fawcett, Ygdrasil (2005) by Jorge Baradit, and the films No muera sin decirme adónde vas (1992) by Eliseo Subiela and La sonámbula (1998) by Fernando Spiner. In these works, dystopia meshes with virtual reality narratives and covers aspects of the identity such as national and sexual myths, memory, trauma as well as minorities utopian projects.
32

Le cyberpunk vernaculaire de l’Amérique latine : dystopies, virtualités et résistances

Muñoz Zapata, Juan Ignacio 04 1900 (has links)
Héritière de la tradition fantastique borgésienne, imprégnée d’une réalité composée de mythes précolombiens et des résidus industriels de la modernité, et développée à l’ère de la mondialisation, du post-modernisme, des jeux vidéos, du cinéma numérique et d’animation, la tendance cyberpunk latino-américaine est cultivée du Mexique jusqu’en Argentine, en passant par Cuba et d’autres pays souvent méconnus dans le monde de la science-fiction comme le Paraguay et la Bolivie. Pressenti dans les œuvres de certains écrivains canoniques comme Ricardo Piglia, Carmen Boullosa ou Edmundo Paz-Soldán, le cyberpunk se manifeste avec force dans l’écriture de jeunes artistes interdisciplinaires et de collaborateurs assidus des fanzines. Cette adaptation du sous-genre dans un continent où la référence reste encore le réel merveilleux et le réalisme magique, malgré l’apport des générations plus récentes comme celle de « McOndo » ou celle du « Crack », essaie d’élaborer une série de réponses aux questions issues de la conjoncture historique et artistique dans laquelle nous vivons : comment situer l’identité latino-américaine dans la nouvelle cartographie culturelle mondiale à travers une littérature qui cherche à se renouveler par rapport au canon littéraire et à la marginalité de son propre genre? Quelles sont les stratégies d’assimilation et de résistance qu’adoptent des jeunes auteurs latino-américains devant le cyberpunk anglo-américain littéraire et cinématographique? Peut-on parler d’un impact esthétique et philosophique du cyberpunk sur la culture latino-américaine, perçue habituellement comme une consommatrice passive de ces produits culturels et non comme une productrice? Ce travail cherche à parcourir l’ensemble de ces questions à partir d’une réflexion sur les principaux dispositifs constitutifs du cyberpunk – la dystopie et la virtualité – dans les discours (post)identitaires en Amérique Latine. Représentation presque mimétique de l’espace socioculturel et historique latino-américain à travers la violence et la répression politique, militaire, ethnique ou sexuelle, la dystopie est un moyen d’articuler certaines figures spatiales aux mythes nationaux et à la politique identitaire dans le contexte de la mondialisation. Cette dernière réalité socioculturelle, ainsi que l’idéologie esthétique que véhicule celle-ci à travers le cyberpunk, crée un conflit avec ces discours identitaires nationaux, conflit qui est accentué ou dissous par la représentation de la réalité virtuelle. La réalité virtuelle, comprise ici comme la direction que le récit prend pour défaire ou consolider la figure dystopique, mène à réfléchir également sur les enjeux de la (post)identité. Penser à une (post)identité (en gardant bien à l’esprit cette parenthèse) à travers le cyberpunk signifie poser une question sur la résistance au passé identitaire des mythes nationaux, au présent de la mondialisation culturelle, et aux discours post-humanistes qui semblent marquer le futur. À l’appui de travaux sur la dystopie et la réalité virtuelle dans le cyberpunk anglo-américain, ainsi que des études culturelles latino-américaines, je parcourrai un corpus composé des romans écrits entre 1990 et 2005. Ce corpus comprendra La Primera Calle de la Soledad (1993) de Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) de Fausto Fawcett, Ygdrasil (2005) de Jorge Baradit, et les films argentins No muera sin decirme adónde vas (1992) d’Eliseo Subiela et La sonámbula (1998) de Fernando Spiner. Dans ces oeuvres, la dystopie se configure aux possibilités narratives de la virtualité et traverse des thématiques identitaires comme les mythes sexuels et nationaux, la mémoire et le traumatisme ainsi que les projets utopiques des minorités. / Heirs to the tradition of Borgesian fantasy, impregnated by a reality built upon pre-Columbian myths and the industrial residues of modernity, and developed in the age of globalisation, postmodernism, videogames, digital cinema and animation, Latin American cyberpunk is cultivated from Mexico to Argentina, passing through Cuba and other countries not usually recognized in the world of science fiction like Paraguay and Bolivia. Barely perceived in the works of certain canonical writers such as Ricardo Piglia, Carmen Boullosa or Edmundo Paz-Soldán, cyberpunk manifests itself fully in the writings of young interdisciplinary artists and constant fanzine collaborators. This sub-genre adaptation in a continent better known not only for “lo real maravilloso” and magical realism, notwithstanding other more recent generations of writers such as “McOndo” and “Crack”, tries to elaborate a series of responses to questions issued from the historical and artistic moment of contemporary life: how to place Latin American identity within the new worldwide cultural mapping by means of a literature searching to reinvent itself within the mainstream space and the marginality of its own genre? What are the strategies of assimilation and resistance adopted by these young Latin American cyberpunk writers in the face of literary and cinematographic Anglo American cyberpunk? Can one speak of an aesthetic and philosophical impact on Latin American culture, normally perceived not as a producer but rather a passive consumer of this sort of cultural production? This thesis intends to deal with these questions in reflecting on one of the constituent devices of cyberpunk: dystopia in conjunction with post-identitary discourses in Latin America. An almost mimetic representation of Latin America’s sociocultural and historical space through violence and political, military ethnic or sexual repression, dystopia is a means to articulate certain spatial figures in national myths and identity politics within the context of globalisation. This latter sociocultural reality, along with the aesthetic ideology that conveys it throughout cyberpunk, enters in conflict with those discourses of national identity, leading us to reflect on post-identity issues. Relying on works on dystopia and identity in Anglo American cyberpunk, as well as on Latin American cultural studies, I will peruse a corpus made up of the novels La primera calle de la soledad (1993) by Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) by Fausto Fawcett, Ygdrasil (2005) by Jorge Baradit, and the films No muera sin decirme adónde vas (1992) by Eliseo Subiela and La sonámbula (1998) by Fernando Spiner. In these works, dystopia meshes with virtual reality narratives and covers aspects of the identity such as national and sexual myths, memory, trauma as well as minorities utopian projects.
33

De skulle stå upp mot storföretagen : En marxistisk kritik av spelgrafiken i Cyberpunk 2077 med fokus på relationen mellan konsument och producent / Making a stand against capitalism : A marxist critique of game art design in Cyberpunk 2077, concerning representation of consumer-producer relations.

Hagman, Fredrik January 2021 (has links)
Uppsatsen undersöker spelgrafik i Cyberpunk 2077, mot bakgrund av händelserna kring spelets offentliggörande – som väckte stort raseri och missnöje från inte bara spelarna själva, utan även aktieägare och spelrecensenter. Utgångspunkten i analysen är etablerandet av en diskursiv läsning inom en kvalitativ visuell analys av ett urval bilder som visar hur människor i spelet manipuleras till att köpa produkter som är skadliga för dem. Hur bilderna visar just detta – etableras i en andra, djupare läsning utifrån ett antal marxistiska positioner som alla har gemensamt att de beskriver processer relevanta för Karl Marx’ tankar om alienation och förfrämligande.Resultatet diskuteras sedan i relation till hur verkliga film-, spel-, data- och storföretag säljer produkter genom att paketera dem inuti berättelser om klasskamp, civilt uppror eller arbetarkultur. Sambandet mellan CD Projekt Red’s inbladning i fiktiv och verklig kapitalism, utgör det viktigaste resultatet och den röda tråden för arbetet. Huvudsakligen gestaltar sambandet sig genom upprättandet av en varufetischism och kommodifiering i fråga om hur de gestaltar- och kommunicerar till sina egna konsumenter. Jag diskuterar sedan riskerna med dataspel som tillämpning för en marxistisk kritik, då den interaktiva komponenten i spelandet förutsätter människan som en del av produkten. / The essay surveys relevant game art inside Cyberpunk 2077, in the light of the recent and heavily criticized product launch. The study starts out with establishing a discourse reading through qualitative visual samples of how costumers are manipulated to buy hazardous products inside the fictive context of the game. The examples of how this manipulation takes place, are shown by applying pre-described Marxist positions that are generally connected to Marx phases of alienation (see keywords below). The results are then discussed in relation to how real movie-, game-, computer- and other big business markets products through appropriation of stories and themes such as class struggle, civil obedience or working-class culture. Establishing the comparison between the fictive and existing capitalism of CD Projekt Red is the main thesis that is followed through the work and verified in the result through evidence of 3 commodification and commodity fetishism. The main aspect of the arguments focuzes on how CD Projekt Red has shown the relationship between themselves and their followers through consumers and manufacturers. The thesis and subject matter is discussed in the end of the essay, also mentioning the risks of analysing a digital game through Marxist perspectives, since the interactive part of gaming requires the player to be viewed as connected to the product.
34

Postmodern orientalism : William Gibson, cyberpunk and Japan : a thesis presented in fulfillment of the requirements for the degree of Doctor of Philosophy in English at Massey University, Albany, New Zealand

Sanders, Leonard Patrick January 2008 (has links)
Taking the works of William Gibson as its point of focus, this thesis considers cyberpunk’s expansion from an emphatically literary moment in the mid 1980s into a broader multimedia cultural phenomenon. It examines the representation of racial differences, and the formulation of global economic spaces and flows which structure the reception and production of cultural practices. These developments are construed in relation to ongoing debates around Japan’s identity and otherness in terms of both deviations from and congruities with the West (notably America). To account for these developments, this thesis adopts a theoretical framework informed by both postmodernism as the “cultural dominant” of late capitalism (Jameson), and orientalism, those discursive structures which produce the reified polarities of East versus West (Said). Cyberpunk thus exhibits the characteristics of an orientalised postmodernism, as it imagines a world in which multinational corporations characterised as Japanese zaibatsu control global economies, and the excess of accumulated garbage is figured in the trope of gomi. It is also postmodernised orientalism, in its nostalgic reconstruction of scenes from the residue of imperialism, its deployment of figures of “cross-ethnic representation” (Chow) like the Eurasian, and its expressions of a purely fantasmatic experience of the Orient, as in the evocation of cyberspace. In distinction from modern or Saidean orientalism, postmodern orientalism not only allows but is characterized by reciprocal causality. This describes uneven, paradoxical, interconnected and mutually implicated cultural transactions at the threshold of East-West relations. The thesis explores this by first examining cyberpunk’s unremarked relationship with countercultural formations (rock music), practices (drugs) and manifestations of Oriental otherness in popular culture. The emphasis in the remainder of the thesis shifts towards how cyberpunk maps new technologies onto physical and imaginative “bodies” and geographies: the figuration of the cyborg, prosthetic interventions, and the evolution of cyberspace in tandem with multimedia innovations such as videogames. Cyberpunk then can best be understood as a conjunction of seemingly disparate experiences: on the one hand the postmodern dislocations and vertiginous moments of estrangement offset by instances of intense connectivity in relation to the virtual, the relocation to the “distanceless home” of cyberspace. As such it is an ever-expanding phenomenon which has been productively fused with other youth-culture media, and one with specifically Japanese features (anime, visual kei, and virtual idols).
35

Orientalism in U.S. cyberpunk cinema from Blade runner to the Matrix

Park, Chi Hyun, Watkins, S. Craig Downing, John January 2004 (has links) (PDF)
Thesis (Ph. D.)--University of Texas at Austin, 2004. / Supervisors: S. Craig Watkins and John D.H. Downing. Vita. Includes bibliographical references and filmography.
36

Redes interdiscursivas e convergência de mídias: uma análise de Brilho Eterno de uma Mente Sem Lembranças

Mestriner, Rogério Secomandi 31 March 2011 (has links)
Made available in DSpace on 2016-06-02T20:23:11Z (GMT). No. of bitstreams: 1 3953.pdf: 1235277 bytes, checksum: 27cbebb49b64ff0f2f5d852fe6492a16 (MD5) Previous issue date: 2011-03-31 / Financiadora de Estudos e Projetos / With digital media's broad dissemination towards society, confirmed by the market expansion of electronic games and the growing digital inclusion due to Web 2.0 advances and mobile telephony, the audiovisual expression transforms itself in meaningful ways, having its effect noticed mainly at the structure of many films, such as Eternal Sunshine of the Spotless Mind (EUA, 2004), directed by Michel Gondry. This study intends to elaborate how the incorporation of certain specificities of digital media which can be seen as an actual cinematographic tendency, analyzing some of earlier works from this director to point out his manners towards the virtual world and sort it out his unique vision in an authorial and consistent body of work. We‟re interested in studying specifically the convergence process between cinematographic narrative and digital media, starting by the analysis of multilinear structures that illustrate this process. The final objective is to cast new lights over this new standard of audiovisual entertainment that rises with the coming of digital media. / Com a vasta disseminação das mídias digitais à sociedade, comprovada pela expansão do mercado de jogos eletrônicos e a crescente inclusão digital propiciada pelo avanço da Web 2.0 e a telefonia móvel, a expressão audiovisual se transforma de forma significativa, sendo que seus efeitos são notados principalmente na estrutura de diversos filmes, como Brilho Eterno de Uma Mente Sem Lembranças (Eternal sunshine of the spotless mind, EUA, 2004), de Michel Gondry. A presente pesquisa pretende elaborar como essa incorporação de determinadas especificidades das mídias digitais podem ser vistas como uma tendência cinematográfica atual, analisando alguns dos trabalhos anteriores do diretor a fim de apontar seu trato com o mundo virtual e evidenciar sua visão única dentro de uma obra autoral e consistente. Interessa estudar especificamente o processo de convergência entre a narrativa cinematográfica e as mídias digitais, a partir da análise das estruturas multilineares que ilustram esse processo. O objetivo final é lançar novas luzes sobre esse novo padrão do entretenimento audiovisual que surge com a chegada das mídias digitais.
37

El cuerpo humano entre el arte y los medios de masas en el tránsito del siglo XX al XXI

Ferrara Garro, David 04 August 2008 (has links)
El cuerpo humano ha sido, desde siempre, objeto de estudio y ha sido usado como expresión por los artistas en ese continuo redescubrirniento del mismo visto a través de sus diversas prácticas y representaciones; de su belleza seductora, de su carnalidad, de su mortalidad, de su agresividad... En un contexto como el actual en donde el término de arte se diluye cada vez más, el artista/creativo se ceba en el cuerpo convirtiéndolo en su campo de batalla para plasmar las transgresiones de los convencionalismos relacionados con a la enfermedad, la muerte la sexualidad o la violencia; así como también en un parque de atracciones para los sentidos, intensificando emociones en producciones artificiosas ligadas al espectáculo mediático a través de un cuerpo que trasciende de sus límites y que ha provocado la expansión de la imaginación colectiva a través de una serie de nuevos mitos que los medios de masas se han encargado de expandir. Las diversas concepciones que giran entorno a lo corporal durante estos años, se han visto potenciadas a otros espacios fuera de ámbitos tan elitistas como son el arte, la filosofía, la sociología o la medicina; espacios abiertos que se nutren de todo tipo de culturas, teorías, leyes y representaciones, para crear las suyas propias, las cuales se basan en el cuestionamiento y replanteamiento de las anteriores. La cultura del espectáculo dada desde los medios de masas y a través de las tecnologías, canales y procesos que están a su servicio, ha supuesto un atractivo espacio para las nuevas proyecciones del cuerpo que se alimentan de las diversas problemáticas e inquietudes del ser humano (como individuo y como sociedad) para mostrar otras realidades corporales que cuestionan anteriores conceptos y creencias plasmadas en nuevas mitologías y figuraciones que dejan paso tanto a nuevos modelos de belleza exhibidos como pura sugestión a un público consumidor como a nuevos terrores a través de diversos estados de crisis representados en un cuer / Ferrara Garro, D. (2008). El cuerpo humano entre el arte y los medios de masas en el tránsito del siglo XX al XXI [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/2925 / Palancia
38

Zrození kybernetické bezpečnosti jako národně bezpečnostní agendy / The Birth of Cyber as a National Security Agenda

Schmidt, Nikola January 2016 (has links)
The following dissertation studies the question how cyber security has become a national security agenda and discusses implications of the observed processes to current international security status quo. I divided the research into three parts. The first part embodies theoretical and methodological approach. The second part studies three distinct discourses related to cyber security, the techno-geek discourse, the crime-espionage discourse and the nation-defense discourse using the method of Michel Foucault about archaeology of knowledge. The third part then draws on these three discourses and discusses implications through lens of several theoretical perspectives. Namely through concepts taken from science and technology studies, from actor network theory and network assemblages. The critical point of the research is a distinct reading of these discourses. While techno-geeks are understood as a source of semiosis, hackers' capability and crypto-anarchy ideology influenced by cyberpunk subculture, the cyber-crime and espionage discourse is read as a source of evidence of the hackers' capability. The inspiration in popular subculture is combined with current efforts in development of liberating technologies against oppression by authorities, oppression recognized by the eyes of the crypto-anarchist...
39

The “Extreme Makeover” of the American Woman: A Feminist Analysis of Cosmetic Surgery in Television

Weber, Janean Rae 29 April 2005 (has links)
No description available.
40

Living on the Edge of Burnout: Defamiliarizing Neoliberalism Through Cyberpunk Science Fiction

Alphin, Caroline Grey 01 April 2019 (has links)
A dominant trend in cyberpunk scholarship draws from Fredric Jameson's diagnosis of postmodernism as the logic of late capitalism, using Jameson's spatial pastiche, schizophrenic temporality, and waning of affect, along with Jameson's characterization of Baudrillard's simulacrum to interpret postmodern cultural artifacts. For many cultural critics, the city of cyberpunk is thoroughly postmodern because parallels can be drawn between the cyberpunk city and the postmodern condition. However, very little work has considered the ways in which cyberpunk can defamiliarize the necro-spatial and necro-temporal logic of neoliberalism. This project moves away from more traditional disciplinary aesthetic methods of analyzing power and urban systems, such as interpretation and representation. And, it problematizes the biopolitical present in three different ways. First, by weaving in and out of an analysis of the narratives, discourses, and spatio-temporalities of cyberpunk and neoliberalism, I seek to produce epistemological interferences within these genres/disciplines, and thus, to disrupt the conceptual and lived biopolitical status-quo of late-capitalism. The goal is to open the door for discomfort with and a critical awareness of the necrotic conditions of competition by highlighting the fictive nature of neoliberalism. Second, this study problematizes accelerationism as a viable alternative to leftist politics and suggests in the end that accelerationism is a form of neoliberal resilience. It does this through an analysis of the biohacker that reframes this subject in terms of accelerationism and the logic of intensity. I argue that the biohacker is the accelerationist subject Alex Williams and Nick Srnicek advocate for in their "Accelerationist Manifesto," suggesting that this accelerationist subject is, in the end, a neoliberal subject that fits easily within the conditions of competition. This study argues that the biohacker in its numerous forms reflects an underlying pure neoliberalism at work within accelerationism and its neoliberal governmentalities. I suggest that far from being an alternative to leftist politics, accelerationism may further the goals of neoliberalism in its desire to accelerate to a purified market space. And, finally, this study works towards offering a biopolitics that theorizes death in terms of ordinariness and suggests that biopolitics is still a useful analytic within neoliberalism. In other words, Foucault's biopolitics can do more than theorize a genealogy of biological racism and genocide. Rather than advocate for moving beyond biopolitics, this study argues instead that neoliberal biopolitics can still be understood in terms of Foucault's analytic, and that perhaps, we need to disentangle Foucault's work from Achille Mbembe's "Necropolitics." / Doctor of Philosophy / A dominant trend in cyberpunk scholarship draws from Fredric Jameson’s diagnosis of postmodernism as the logic of late capitalism, using Jameson’s spatial pastiche, schizophrenic temporality, and waning of affect, along with Jameson’s characterization of Baudrillard’s simulacrum to interpret postmodern cultural artifacts. For many cultural critics, the city of cyberpunk is thoroughly postmodern because parallels can be drawn between the cyberpunk city and the postmodern condition. However, very little work has considered the ways in which cyberpunk can defamiliarize the necro-spatial and necro-temporal logic of neoliberalism. This project moves away from more traditional disciplinary aesthetic methods of analyzing power and urban systems, such as interpretation and representation. It problematizes the biopolitical present in three different ways. First, by weaving in and out of an analysis of the narratives, discourses, and spatio-temporalities of cyberpunk and neoliberalism, I seek to produce epistemological interferences within these genres/disciplines, and thus, to disrupt the conceptual and lived biopolitical status-quo of late-capitalism. Second, this study problematizes accelerationism as a viable alternative to leftist politics and suggests in the end that accelerationism is a form of neoliberal resilience. And, finally, this study works towards offering a biopolitics that theorizes death in terms of ordinariness and suggests that biopolitics is still a useful analytic within neoliberalism. Methodologically, the project utilizes an interdisciplinary approach, pulling from political theory, genre studies, discourse analysis, and digital ethnographic research. Professionals and scholars interested in contesting neoliberalism will benefit from this study as it offers ways to problematize neoliberalism’s reality construction.

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