Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Cyborg in the “mirror” of philosophical reflection (using the example of the game “Cyberpunk 2077”)

View through CrossRef
The cyborg is the most important futurological character, and its analysis is the purpose of this article. In order for the understanding of the Cyborg not to be limited to the idea of the complementation of man and machine, philosophical reflection is required. Methodological basis of the research: the method of topological reflection allows analyzing works of mass art as the “subconscious” of culture. The author analyzes the topos and the Cyborg concept, comparing them. The article considers the computer game “Cyberpunk 2077” as a Cyborg topos. The concept of the cyborg is analyzed mainly on the example of the philosophical concept of “cybergotics” (N. Land). The author suggests a thought experiment: taking into account the arguments of the “materialistic” direction of media theory and the concept of a Cyborg, present the concept of a game about a Cyborg, and then compare it with the analyzed topos. As a result, it becomes clear that the concept and the topos of the Cyborg represent opposite cultural strategies, although we are talking about the same futurological character. This internal conflict allows us to talk about the Cyborg as a “new Proteus”: he is “multi-faceted” and is associated with the “art of concealment”. The Cyborg “hides” deep intentions, and this prevents us from considering the Cyborg in the spirit of exclusively transhumanism. The author shows that the connotations of the machinery in this image are related to the needs of the “upgrade”. It is designed to preserve human identity. The scientific novelty of the research is to develop a reflexive approach to the Cyborg as an important media figure, as well as to explore its futurological potential. The differentiation of the concept and the topos allows for a more comprehensive view of a complex cultural phenomenon. A new interpretation of the Cyborg is proposed. The results of the conducted research can be used in philosophical futurology (as arguments against excessive optimism of transhumanistic ideas), in media studies. In addition, the proposed approach can contribute to the development of the method of topological reflection.
The Russian Academy of Sciences
Title: Cyborg in the “mirror” of philosophical reflection (using the example of the game “Cyberpunk 2077”)
Description:
The cyborg is the most important futurological character, and its analysis is the purpose of this article.
In order for the understanding of the Cyborg not to be limited to the idea of the complementation of man and machine, philosophical reflection is required.
Methodological basis of the research: the method of topological reflection allows analyzing works of mass art as the “subconscious” of culture.
The author analyzes the topos and the Cyborg concept, comparing them.
The article considers the computer game “Cyberpunk 2077” as a Cyborg topos.
The concept of the cyborg is analyzed mainly on the example of the philosophical concept of “cybergotics” (N.
Land).
The author suggests a thought experiment: taking into account the arguments of the “materialistic” direction of media theory and the concept of a Cyborg, present the concept of a game about a Cyborg, and then compare it with the analyzed topos.
As a result, it becomes clear that the concept and the topos of the Cyborg represent opposite cultural strategies, although we are talking about the same futurological character.
This internal conflict allows us to talk about the Cyborg as a “new Proteus”: he is “multi-faceted” and is associated with the “art of concealment”.
The Cyborg “hides” deep intentions, and this prevents us from considering the Cyborg in the spirit of exclusively transhumanism.
The author shows that the connotations of the machinery in this image are related to the needs of the “upgrade”.
It is designed to preserve human identity.
The scientific novelty of the research is to develop a reflexive approach to the Cyborg as an important media figure, as well as to explore its futurological potential.
The differentiation of the concept and the topos allows for a more comprehensive view of a complex cultural phenomenon.
A new interpretation of the Cyborg is proposed.
The results of the conducted research can be used in philosophical futurology (as arguments against excessive optimism of transhumanistic ideas), in media studies.
In addition, the proposed approach can contribute to the development of the method of topological reflection.

Related Results

Küberpunk ilma teadusulmeta / Cyberpunk without Science Fiction
Küberpunk ilma teadusulmeta / Cyberpunk without Science Fiction
Artikkel lähtub hüpoteesist, et mida tehnilisemaks muutub nüüdisaegne globaliseerunud kultuuriruum, seda teadusulmelisemaks muutub realism, mis püüab seda kultuuriruumi usutavalt p...
Cyberpunk
Cyberpunk
Studies in cyberpunk, a subgenre of science fiction, evolved in 1980, and it has retained its relevance due to the increasing advancement in science and technology where a world of...
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 2077
Chippin’ In: An Analysis of the Criminological Concepts Within Cyberpunk 2077
The cyberpunk genre dominates much of our popular culture, from how we think of cyber- and white-collar crime, to our understanding of how technology influences the criminal justic...
The contribution of linguistic landscape to the construction of a dystopian world in the video game Cyberpunk 2077
The contribution of linguistic landscape to the construction of a dystopian world in the video game Cyberpunk 2077
The aim of this article is to show the contribution of linguistic landscape to the construction of a dystopian world in the video game Cyberpunk 2077. Virtual linguistic landscape ...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Desarrollos urbanos para futuros distópicos: de Metrópolis a Cyberpunk 2077
Desarrollos urbanos para futuros distópicos: de Metrópolis a Cyberpunk 2077
El videjuego Cyberpunk 2077, desarrollado por CD Projekt RED, está ambientado en Night City, una megalópolis que el jugador puede recorrer con una libertad inédita, lo que unido a ...

Back to Top