
Cyberculture is broad. It exists within and extends throughout the
Internet, the global, computer-based "network of networks" constructed in
the 1960s by the United States Department of Defense.(1)
Although cyberculture is made possible by the network's wires, cables,
servers, and terminals, it thrives where users meet within the wires and
upon the interfaces. These online social interactions, or what Allucquere
Rosanne Stone calls "virtual systems," are as broad as they are diverse
and take place within basic email, newsgroups, reflectors, and listservs,
bulletin board systems (BBSs) and Usenet, MOOs and MUDs, Internet Relay
Chat (IRC), electronic chat rooms, and interactive sites on the World Wide
Web.
Cyberculture is deep. Although it can be as shallow as a single
unanswered email, it is often a product of complex and collaborative
communicative practices which take place over varying segments of time and
"space." Indeed, within a particularly healthy listserv thread or MOO
space or collaborative Website exists dynamic interactions, social
constructions, political negotiations, sexual posturing, and institutional
histories. Like its in real life (IRL) counterpart, cyberculture
resembles a collection of mini-villages, replete with the village idiot,
the sage, the argumentative curmudgeon, the idealistic student, and the
den mother, not to mention the town hall, the playground, the shopping
mall, and back alley.
Cyberculture is in a constant state of flux. Of course, what we
call cyberculture today may not exist tomorrow. Like other new
technologies, computer-mediated communication technologies are evolving at
an incredible rate. As mainstream America, not to mention the world as a
whole, continues to embrace and integrate basic Internet technologies into
their personal and business lives, we can expect even more innovations.
Thus, just as email and listservs dominated the Net from its induction and
through the 1980s, Gopher altered organizational structures in the early
1990s, and Web browsers such as Mosaic, Netscape, and Internet Explorer
completely transformed the Net from a text-based platform to one
incorporating various types of media, so too can we expect new and dynamic
technological advances to redefine what we call the Net. More importantly,
we can expect original individual and collective applications of those
developments to reinvent what we think of as cyberculture.
Cyberculture is broad, deep, and in a constant state of flux.
Assuming this is true what hopes can we hold for understanding what
cyberculture is, locating its boundaries, and determining its
characteristics? Before we get intimidated by such a daunting task, we
must keep in mind that in many ways these are the same questions facing
other, more traditional students of culture such as anthropologists and
sociologists. After all, all cultures are broad, deep, and in a
constant state of flux.
Significantly, it is much easier to put forth a number of dimensions of
cyberculture than a single definition of it. Too often, the term is used
to describe contemporary cultures and/or cultural products that have some
relationship with technology. For example, in his book entitled Escape
Velocity: Cyberculture at the End of the Century, writer Mark Dery
conflates cyberculture with "computer-age subcultures."(2) Although Dery's book explores interesting issues
surrounding Internet identities and communities, it also includes chapters
on Mark Pauline and Survival Research Labs and tribal tattoo artists.
While the book is interesting, it is difficult to ascertain what is
cyber about tribal tattos.
For the purpose of this project, I wish to put forth my own
working definition of cyberculture.
One way to better understand cyberculture is to examine its many
elements individually. Some facets, including issues of electronic
democracy, telecommuting, and the perennial favorite, virtual sex, have
become popular topics in the popular media. Other elements such as
cyberspace and race, online representations of gender and sexuality, and
the political economy of cyberculture are beginning to be addressed by the
popular media and within academic circles. Yet in a feeble attempt to
impose a boundary (dare I use the term "containment" with respect to a
topic so utterly containless?), I have decided to explore cyberculture in
terms of four categories. These categories include cyberculture in
context, virtual communities, community networks, and virtual
identities.
Cyberculture is a collection of cultures and cultural products that
exist on and/or are made possible by the Internet, along with the stories
told about these cultures and cultural products.
Thus, while Dery uses cyberculture to mean computer-age
subcultures, I use the term to refer to culture and cultural products
that are directly linked to not only computers but, more specifically, the
Internet.