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Título
Playing Cyberculture. The Case of System Shock 2
Autor(es)
Palabras clave
Cyberspace
Digital Technologies
System Shock 2
Hacker
Artificial
Clasificación UNESCO
7202.01 Estética
Fecha de publicación
2019-04-02
Editor
Museum of Science Fiction (Washington, DC)
Citación
Lozano, A. (2019). Playing cyberculture. The case of System Shock 2. MOSF Journal of Science Fiction, 3(1), 35-50. https://publish.lib.umd.edu/index.php/scifi/article/view/51/98
Resumen
[EN] This article presents System Shock 2 (Irrational Games/Looking Glass, 1999) as an under-exam-ined cyberpunk videogame from the late Nineties that inherits key traits of cyberculture in order to under-stand its place within this form of digital culture that shaped the technological imaginary of the millenni-um’s last decade. The first part of the study introduces the cyberpunk aesthetic as the most recognizable form of nineties cyberculture, which is the form of digital culture that interfaced between the users and digital technologies, and situates System Shock 2 as one of its matured versions. The second part exam-ines this game to determine how it presents cyberpunk tropes and topics such as hackers, godlike Artifi-cial Intelligences, and especially cyberspace. Cyberspace is treated as a particularly relevant case insofar as this videogame displays an interactive version of this notion, providing a complementary experience to those offered by novels and movies.
URI
ISSN
2472-0837
Versión del editor
Collections
Patrocinador
GIR de Estética y Teoría de las Artes
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