DystopiaA dystopia (), also called a cacotopia or anti-utopia, is a speculated community or society that is undesirable or frightening. It is often treated as an antonym of utopia, a term that was coined by Sir Thomas More and figures as the title of his best known work, published in 1516, which created a blueprint for an ideal society with minimal crime, violence, and poverty. The relationship between utopia and dystopia is in actuality, not one simple opposition, as many utopian elements and components are found in dystopias as well, and vice versa.
CyberpunkCyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cyberware, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G.
Science fictionScience fiction (sometimes shortened to SF or sci-fi) is a genre of speculative fiction, which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. Science fiction can trace its roots to ancient mythology. It is related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers.
TechnologyTechnology is the application of knowledge for achieving practical goals in a reproducible way. The word technology can also mean the products resulting from such efforts, including both tangible tools such as utensils or machines, and intangible ones such as software. Technology plays a critical role in science, engineering, and everyday life. Technological advancements have led to significant changes in society.
Gender representation in video gamesThe portrayal of men and women in video games, as in other media, is a subject of research in gender studies and is discussed in the context of sexism in video gaming. Although women make up about half of video game players, they are significantly underrepresented as characters in mainstream games, despite the prominence of iconic heroines such as Samus Aran or Lara Croft. The portrayal of women in games often reflects traditional gender roles, sexual objectification, or stereotypes such as that of the "damsel in distress".
Cyberpunk derivativesSince the advent of the cyberpunk genre, a number of derivatives of cyberpunk have become recognized in their own right as distinct subgenres in speculative fiction, especially in science fiction. Rather than necessarily sharing the digitally and mechanically focused setting of cyberpunk, these derivatives can display other futuristic, or even retrofuturistic, qualities that are drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retrofuturism), a gritty transreal urban style, or a particular approach to social themes.
Technological changeTechnological change (TC) or technological development is the overall process of invention, innovation and diffusion of technology or processes.From [[The New Palgrave Dictionary of technical change" by S. Metcalfe. • "biased and biased technological change" by Peter L. Rousseau. • "skill-biased technical change" by Giovanni L. Violante.
Utopian and dystopian fictionUtopian and dystopian fiction are subgenres of science fiction that explore social and political structures. Utopian fiction portrays a setting that agrees with the author's ethos, having various attributes of another reality intended to appeal to readers. Dystopian fiction offers the opposite: the portrayal of a setting that completely disagrees with the author's ethos. Some novels combine both genres, often as a metaphor for the different directions humanity can take depending on its choices, ending up with one of two possible futures.
Science fiction filmScience fiction (or sci-fi) is a film genre that uses speculative, fictional science-based depictions of phenomena that are not fully accepted by mainstream science, such as extraterrestrial lifeforms, spacecraft, robots, cyborgs, dinosaurs, mutants, interstellar travel, time travel, or other technologies. Science fiction films have often been used to focus on political or social issues, and to explore philosophical issues like the human condition.
History of technologyThe history of technology is the history of the invention of tools and techniques and is one of the categories of world history. Technology can refer to methods ranging from as simple as stone tools to the complex genetic engineering and information technology that has emerged since the 1980s. The term technology comes from the Greek word techne, meaning art and craft, and the word logos, meaning word and speech. It was first used to describe applied arts, but it is now used to describe advancements and changes which affect the environment around us.
Gender studiesGender studies is an interdisciplinary academic field devoted to analysing gender identity and gendered representation. Gender studies originated in the field of women's studies, concerning women, feminism, gender, and politics. The field now overlaps with queer studies and men's studies. Its rise to prominence, especially in Western universities after 1990, coincided with the rise of deconstruction.
GenderGender includes the social, psychological, cultural and behavioral aspects of being a man, woman, or other gender identity. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender expression. Most cultures use a gender binary, in which gender is divided into two categories, and people are considered part of one or the other (boys/men and girls/women); those who are outside these groups may fall under the umbrella term non-binary.
Gender roleA gender role, also known as a sex role, is a social role encompassing a range of behaviors and attitudes that are generally considered acceptable, appropriate, or desirable for a person based on that person's sex. Gender roles are usually centered on conceptions of masculinity and femininity, although there are exceptions and variations. The specifics regarding these gendered expectations may vary among cultures, while other characteristics may be common throughout a range of cultures.
ConsumerismConsumerism is a social and economic order in which the goals of many individuals include the acquisition of goods and services beyond those that are necessary for survival or for traditional displays of status. Consumerism has historically existed in many societies, with modern consumerism originating in western Europe before the Industrial Revolution and becoming widespread around 1900.
Technological determinismTechnological determinism is a reductionist theory that assumes that a society's technology progresses by following its own internal logic of efficiency, while determining the development of the social structure and cultural values. The term is believed to have originated from Thorstein Veblen (1857–1929), an American sociologist and economist. The most radical technological determinist in the United States in the 20th century was most likely Clarence Ayres who was a follower of Thorstein Veblen and John Dewey.
Ethics of technologyThe ethics of technology is a sub-field of ethics addressing the ethical questions specific to the Technology Age, the transitional shift in society wherein personal computers and subsequent devices provide for the quick and easy transfer of information. Technology ethics is the application of ethical thinking to the growing concerns of technology as new technologies continue to rise in prominence. The topic has evolved as technologies have developed. Technology poses an ethical dilemma on producers and consumers alike.
Anti-consumerismAnti-consumerism is a sociopolitical ideology that is opposed to consumerism, the continual buying and consuming of material possessions. Anti-consumerism is concerned with the private actions of business corporations in pursuit of financial and economic goals at the expense of the public welfare, especially in matters of environmental protection, social stratification, and ethics in the governing of a society.
Ethical consumerismEthical consumerism (alternatively called ethical consumption, ethical purchasing, moral purchasing, ethical sourcing, or ethical shopping and also associated with sustainable and green consumerism) is a type of consumer activism based on the concept of dollar voting. People practice it by buying ethically made products that support small-scale manufacturers or local artisans and protect animals and the environment, while boycotting products that exploit children as workers, are tested on animals, or damage the environment.
Science and technology studiesScience and technology studies (STS) or science, technology, and society is an interdisciplinary field that examines the creation, development, and consequences of science and technology in their historical, cultural, and social contexts. Like most interdisciplinary fields of study, STS emerged from the confluence of a variety of disciplines and disciplinary subfields, all of which had developed an interest—typically, during the 1960s or 1970s—in viewing science and technology as socially embedded enterprises.
Gender equalityGender equality, also known as sexual equality or equality of the sexes, is the state of equal ease of access to resources and opportunities regardless of gender, including economic participation and decision-making; and the state of valuing different behaviors, aspirations and needs equally, regardless of gender. Gender equality is the goal, while gender neutrality and gender equity are practices and ways of thinking that help in achieving the goal.