
cyberpunk
n 1: a programmer who breaks into computer systems in order to
steal or change or destroy information as a form of
cyber-terrorism [syn: {hacker}, {cyber-terrorist}]
2: a writer of science fiction set in a lawless subculture of
an oppressive society dominated by computer technology
3: a genre of fast-paced science fiction involving oppressive
futuristic compterized societies
Source: WordNet® 2.0
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 nai"ve
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.
Source: The Jargon File