GLOBAL EVIL, TECHNOLOGY, AND THE ALIENATION OF REALITY IN WILLIAM GIBSON’S NEUROMANCER (1984)

This article delves into the intricate relationship between technology and reality within the context of William Gibson’s seminal cyberpunk novel Neuromancer (1984) to verify how the characters’ humanity deteriorates due to the information era’s evil influence. Divided into five sections, the article unfolds by providing an introduction to William Gibson’s work, emphasizing the relevance of investigating technology’s impact on shaping reality in the contemporary era. The second section contextualizes the novel within the socio-cultural and technological landscape of the 1980s, tracing the emergence of cyberpunk as a genre and highlighting key events influencing the narrative. The third section comprises significant concepts from works by Jean Baudrillard, Susan Neiman, Ray Kurzweil, Shoshana Zuboff, Mark O’Connell, among others, establishing a theoretical framework for understanding the intertwining of technology and reality. Finally, the fourth section scrutinizes Neuromancer (1984) through this theoretical lens, examining specific passages that illustrate the novel’s dystopian vision of a world dominated by high technology and populated by a marginalized society. The analysis probes the virtual world, the blurring of reality, and the implications of technology on identity and agency. In conclusion, the article synthesizes key findings, reflecting on the implications for comprehending the contemporary intersection of technology and reality.

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Publication Details

Journal
Abusões
Published
2024-09-17
DOI
https://doi.org/10.12957/abusoes.2024.81839
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

GLOBAL EVIL, TECHNOLOGY, AND THE ALIENATION OF REALITY IN WILLIAM GIBSON’S NEUROMANCER (1984)

Diorgi Giacomolli
Abusões
Digital Games and Media
article

GLOBAL EVIL, TECHNOLOGY, AND THE ALIENATION OF REALITY IN WILLIAM GIBSON’S NEUROMANCER (1984)

Diorgi Giacomolli
article en

Abstract

This article delves into the intricate relationship between technology and reality within the context of William Gibson’s seminal cyberpunk novel Neuromancer (1984) to verify how the characters’ humanity deteriorates due to the information era’s evil influence. Divided into five sections, the article unfolds by providing an introduction to William Gibson’s work, emphasizing the relevance of investigating technology’s impact on shaping reality in the contemporary era. The second section contextualizes the novel within the socio-cultural and technological landscape of the 1980s, tracing the emergence of cyberpunk as a genre and highlighting key events influencing the narrative. The third section comprises significant concepts from works by Jean Baudrillard, Susan Neiman, Ray Kurzweil, Shoshana Zuboff, Mark O’Connell, among others, establishing a theoretical framework for understanding the intertwining of technology and reality. Finally, the fourth section scrutinizes Neuromancer (1984) through this theoretical lens, examining specific passages that illustrate the novel’s dystopian vision of a world dominated by high technology and populated by a marginalized society. The analysis probes the virtual world, the blurring of reality, and the implications of technology on identity and agency. In conclusion, the article synthesizes key findings, reflecting on the implications for comprehending the contemporary intersection of technology and reality.

Abusões(24)
Universidade Federal do Rio Grande do Sul (BR)
Openalex Percentile: Top 75%
Digital Games and Media
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