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dc.contributor.authorLozano Muñoz, Alejandro 
dc.date.accessioned2024-10-21T08:32:02Z
dc.date.available2024-10-21T08:32:02Z
dc.date.issued2019-04-02
dc.identifier.citationLozano, 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/51/98es_ES
dc.identifier.issn2472-0837
dc.identifier.urihttp://hdl.handle.net/10366/160337
dc.description.abstract[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.es_ES
dc.description.sponsorshipEste artículo forma parte de los resultados del Grupo de Investigación Reconocido de Estética y Teoría de las Artes (GEsTA), Instituto de Iberoamérica, Universidad de Salamanca.es_ES
dc.format.mimetypeapplication/pdf
dc.languageEspañol
dc.language.isoenges_ES
dc.publisherMuseum of Science Fiction (Washington, DC)es_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectCyberspacees_ES
dc.subjectDigital Technologieses_ES
dc.subjectSystem Shock 2es_ES
dc.subjectHackeres_ES
dc.subjectArtificiales_ES
dc.titlePlaying Cyberculture. The Case of System Shock 2es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.relation.publishversionhttps://publish.lib.umd.edu/index.php/scifi/article/view/51/98es_ES
dc.subject.unesco7202.01 Estéticaes_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.journal.titleMOSF Journal of Science Fictiones_ES
dc.volume.number3es_ES
dc.issue.number1es_ES
dc.page.initial35es_ES
dc.page.final50es_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES
dc.description.projectGIR de Estética y Teoría de las Arteses_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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