|Noun||1.||cyberpunk - a programmer who breaks into computer systems in order to steal or change or destroy information as a form of cyber-terrorism|
|2.||cyberpunk - a writer of science fiction set in a lawless subculture of an oppressive society dominated by computer technology|
|3.||cyberpunk - a genre of fast-paced science fiction involving oppressive futuristic compterized societies|
|cyberpunk - /si:'ber-puhnk/ (Originally coined 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"
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 na"ive 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.