CRS 1001 Introduction to Cultural Studies. Technoscience and Identity Politics—The Cyberspace. Cyberspace. The virtual lands, with virtual lives and virtual societies Those do not exist with the same physical reality that “real” societies do
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Technoscience and Identity Politics—The Cyberspace
Neuromancer 《神經浪遊者》 (1984)
The fantastic, the silly, and the trivial: “just for fun”
stilling of the physical body, a turning one’s attention to the screen
the social aspect: with undeniable effect
E.g. MUDmarry, MUDspouse, netsex, MUDrape, pking (killing other player characters)
a unique network of accountability“The game” Vs “real life”
The case of fandom:
I am going to enter cyberspace as a women's space. As a feminist space. As an activist space. I am doing this because these are spaces in which I am already empowered and confident. These are spaces where I know where to find support when I need it. …By researching the internet within a discourse and community I care about and feel comfortable in, I will finally become computer savvy, internet savvy, and can HELP other women get there too. My being on the web and creating my own feminist pages is an act of resistance in and of itself.
Dissonance and tolerance are welcome
Creative formation and enactment of identities
Opens up infinite possibilities
As Battlefields for conquest and extermination (hackers)
Persistence of hierarchical and gendered behavior, e.g. sexist games, violent languageDemocracy and Multiplicity of Cyberspace?