cyberpunk

( /si:´ber·puhnk/, n.,adj.)

   [orig.  by  SF  writer  Bruce  Bethke and/or editor Gardner Dozois] A
   subgenre  of  SF  launched  in  1982 by William Gibson's epoch-making
   novel  Neuromancer  (though  its roots go back through Vernor Vinge's
   True  Names  (see  the  Bibliography in Appendix C) to John Brunner's
   1975  novel  The  Shockwave  Rider). Gibson's near-total ignorance of
   computers and the present-day hacker culture enabled him to speculate
   about the role of computers and hackers in the future in ways hackers
   have   since   found   both   irritatingly   naïve  and  tremendously
   stimulating.  Gibson's work was widely imitated, in particular by the
   short-lived  but innovative Max Headroom TV series. See {cyberspace},
   {ice}, {jack in}, {go flatline}.

   Since  1990 or so, popular culture has included a movement or fashion
   trend  that  calls itself `cyberpunk', associated especially with the
   rave/techno  subculture.  Hackers  have mixed feelings about this. On
   the  one hand, self-described cyberpunks too often seem to be shallow
   trendoids   in   black  leather  who  have  substituted  enthusiastic
   blathering  about  technology  for  actually  learning  and doing it.
   Attitude is no substitute for competence. On the other hand, at least
   cyberpunks are excited about the right things and properly respectful
   of  hacking  talent in those who have it. The general consensus is to
   tolerate  them politely in hopes that they'll attract people who grow
   into being true hackers.

[glossary]
[Reference(s) to this entry by made by: {cowboy}{cyberspace}{cypherpunk}{jack in}{samurai}{science-fiction fandom}]