Definitions
from The American Heritage® Dictionary of the English Language, 5th Edition.
- noun The culture arising from the use of computer networks, as for communication, entertainment, work, and business.
from Wiktionary, Creative Commons Attribution/Share-Alike License.
- noun
Internet culture ;attitudes andbehaviours incyberspace .
from WordNet 3.0 Copyright 2006 by Princeton University. All rights reserved.
- noun the culture that emerges from the use of computers for communication and entertainment and business
Etymologies
from Wiktionary, Creative Commons Attribution/Share-Alike License
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Examples
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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.
Planet-x.com.au » CFP: Visions of Humanity in Cyberculture, Cyberspace and Science … 2008
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"cyberculture" alike were wondering which of the "three C's" would eventually prevail: content, commerce or community.
GreenCine Daily 2009
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"cyberculture" alike were wondering which of the "three C's" would eventually prevail: content, commerce or community.
GreenCine Daily 2009
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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.
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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.
Boing Boing 2008
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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.
Severing Attachments: Easy Come, Easy Go BikeSnobNYC 2010
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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.
On, Wisconsin! The Sex Prosecution of the Month Tenured Radical 2009
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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.
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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.
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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.
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