from The American Heritage® Dictionary of the English Language, 4th Edition
- n. The culture arising from the use of computer networks, as for communication, entertainment, work, and business.
from Wiktionary, Creative Commons Attribution/Share-Alike License
- n. Internet culture; attitudes and behaviours in cyberspace.
from WordNet 3.0 Copyright 2006 by Princeton University. All rights reserved.
- n. the culture that emerges from the use of computers for communication and entertainment and business
This inter-disciplinary and multi-disciplinary project aims to explore what it is to be human and the nature of human community in cyberculture, cyberspace and science fiction.
"cyberculture" alike were wondering which of the "three C's" would eventually prevail: content, commerce or community.
That is, as platforms and applications that use those multiple and diverse platforms increase, we gain something imminently desirable in terms of the larger Internet/cyberculture ecosystem: an application/platform polyculture as opposed to a monoculture.
In the early 1990s cyberculture, Morph's Outpost on the Digital Frontier was a hip multimedia technical magazine inspired in design (and consciousness) by 60s underground newspapers.
Digital insiders like Mr. Lanier and Paulina Borsook, the author of the book “Cyberselfish,” have noted the easily distracted, adolescent quality of much of cyberculture.
Although the extrapolation of current cyberculture reminded me of Doctorow's Down and Out in the Magic Kingdom, Di Fillipo's near-future setting is brilliantly distinctive; one that is simultaneously grim (Can drowned world scenarios be anything else) but cool.
Within the realm of cyberculture then, we have youth acting in a way that is considered normative with someone that they assume is being truthful.
I simply wonder if the character of the user/player experience ie, does it feel like a world? will be more of a determiner than some objective definitions based on previously formulated notions of cyberculture, etc.
I am partly sharing how the various spaces feel to me: I simply wonder if the character of the user/player experience ie, does it feel like a world? will be more of a determiner than some objective definitions based on previously formulated notions of cyberculture, etc.
If they'd improve their publications on cyberculture, maybe it could help...
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