By Gabriela Sanchez
According to Jonathan Dovey and Helen W. Kennedy, experts in the field
of technoculture, the archetypes of “Hacker” and “Cyborg” first appeared
simultaneously in the mid-1980s, and are “paradigms of technicity;” acting as
“positive models of technicity” for critics and consumers alike. The image of
the “Hacker” thus represents the pseudo-elite of the technologically inclined.
Hackers are seen as highly skilled, early adapters of tech, whose work in the
cybernetic world is seen as ubiquitously advancing society toward a
technologically advanced, utopian future. But as Kennedy and Dovey note, this
image is problematized by the implicit requirements of wealth and access
necessary to participate in hacker culture. Hackers also occupy spaces that are
“almost exclusively white as well as exclusively male.” Juxtaposed against this
archetype, however, is the Cyborg; an aspirational view of humanity’s
relationship with technology as capable of facilitating “a fluid zone of
identity affiliation and agency” capable of disrupting the systems of white
power which threaten to colonize the new cyber-frontier. However, as attractive
as the cyborg archetype might seem at first glance, it is important to note that
it too has been problematized by pop-media appropriations of the Cyborg image.
Such appropriations can be seen in films like The Terminator (1984), and more
recently, in Marvel’s Iron Man (2008) which depict cyborgs as militarized,
hyper-masculine beings capable of grand-scale destruction. These representations
however are not exhaustive.
As gamers, nerds, and geeks alike seek further representation in the media
that they consume, we have seen a reinvigoration of the cyborg image as one
more informed by its negotiations with intersectionality than its function
as a force of destruction. The most interesting of these depictions, in my
opinion, is that of Victor Stone, better known as Cyborg from DC’s extended
universe.
Victor Stone/Cyborg of DC’s Teen Titans and Justice League (Image courtesy
of DC Comics)
Before becoming Cyborg, Vic Stone was just a young bright, black man
passionate about football. The son of two successful scientists, his
future seemed promising, that is until tragedy strikes in his parents’
lab. A portal to another dimension brings a violent monster into the lab
killing Vic’s mother and nearly killing Vic as well before his father
Silas is able to send the creature back from whence it came. In a panic
to save his only son, Vic’s father Silas reconstructs his son’s body
with materials from his lab, and Victor’s new identity is born.
Though there are various iterations of Cyborg’s story, in each
version the themes of race, ability, and humanity can be seen taking
center stage. Unlike other supers, Vic is forced into his power at
the cost of his humanity and his aspirations of a career as a
professional athlete. In Vic, the image of the Cyborg is complicated
by conflicting experiences of ability, and privilege. Unlike the
Terminator, Vic’s power inhibits his ability to fulfill his imagined
destiny, and unlike Iron Man, Vic’s body is not passably human, nor
is he able to remove his super-suit. In this way, Victor, or Cyborg,
serves to challenge the white-male hegemony that proliferates Geek
culture and he does so by suggesting a relationship between nerd and
computer that extends the self through technology as opposed to
extending oneself into technology. In other words, Victor reminds us
as viewers of the duality of machines and the role they play in our
societal advancement. Both a victim and a hero, DC’s Cyborg is
continuing to honor the tradition of the “Cyborg” image as an agent
for creolizing technological culture. In his blackness, in his
youth, in his humanity, and in his complex relationship with the
machinery that both enables and disables him, Victor Stone offers
consumers a new iteration of the “Cyborg” archetype; one that makes
room for all at the table of nerdiness and geekdom.
References: The Player’s Realm: Studies on the Culture of Video
Games and Gaming
https://www.academia.edu/3729994/The_Players_Realm_Studies_on_the_Culture_of_Video_Games_and_Gaming
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ReplyDeleteIt seems to me that Vic is a good example of breaking the racial stereotype of tech, but none of the others. His parents are scientists, so he would have the access and probably the financial means to be a hacker (if he wanted). Vic is still male, young, and from a educationally privileged nuclear family. This isn't meant to be a critique, but a continuation of the conversation. Maybe, the writers didn't want to push all the envelops at once?
ReplyDeleteI feel as if the first example doesn't necessarily exemplify a stereotype, since technology and the financial means by which to obtain the technology are fairly inseparable. Narratively, there could not be a Batman or Ironman if they were not billionaires first. I definitely agree with the second example on privilege and gender, however. It would certainly be beneficial to see women or those coming from places of lesser educational privilege in these representations.
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