Although the book is currently out of print in English, it is available through Powell's Books. They have many used copies available. Use the search term "rushkoff."
Preface to the 1994 paperback edition
A lot has happened in the year or so since I wrote this book.
More than usually happens in a year. Thanks to technologies like
the computer, the modem, interactive media, and the Internet, we
no longer depend on printed matter or word of mouth to explore
the latest rages, innovations, or discoveries. By the time a
story hits the newstands, most insiders consider it "old
news" and are already hard at work on the next flurry of
culture-bending inventions and activities.
Cyberia is about a very special moment in our recent history -- a
moment when anything seemed possible. When an entire subculture
-- like a kid at a rave trying virtual reality for the first time
-- saw the wild potentials of marrying the latest computer
technologies with the most intimately held dreams and the most
ancient spiritual truths. It is a moment that predates America
Online, twenty million Internet subscribers, Wired magazine, Bill
Clinton, and the Information Superhighway. But it is a moment
that foresaw a whole lot more.
This book is not a survey of everything and everyone
"cyber" but rather a tour through some of the regions
of this new, fledgling culture to which I was lucky enough to
gain access. Looking back, it is surprising to see how many of
these then-absurd notions have become accepted truths, and
disheartening to see how many of the most optimistic appraisals
of our future are still very far from being realized.
Cyberia follows the lives and translates the experiences of the
first few people who realized that our culture was about to take
a leap into the unknown. Some of them have succeeded beyond their
wildest expectations and are now practically household names.
Others have met with catastrophe. Still others have simply faded
from view, their own contributions to the cyberian renaissance
already completed.
The people in this book, and thousands of others like them around
the world, understand the implications of our technologies on our
culture, thought systems, spiritual beliefs, and even our
biological evolution. They still stand as the most optimistic and
forward-thinking appraisers of our civilization's fate. As we
draw ever nearer to the consensually hallucinatory reality for
which these cyberians drew the blueprints, their impressions of
life on the edge become even more relevant for the rest of us.
And they make more sense.
Douglas Rushkoff
New York City, 1994
Introduction: Surfing the Learning Curve of Sisyphus
"On the most rudimentary level there is simply terror of
feeling like an immigrant in a place where your children are
natives--where you're always going to be behind the 8-ball
because they can develop the technology faster than you can learn
it. It's what I call the learning curve of Sisyphus. And the only
people who are going to be comfortable with that are people who
don't mind confusion and ambiguity. I look at confusing
circumstances as an opportunity--but not everybody feels that
way. That's not the standard neurotic response. We've got a
culture that's based on the ability of people to control
everything. Once you start to embrace confusion as a way of life,
concomitant with that is the assumption that you really don't
control anything. At best it's a matter of surfing the
whitewater."
--John Barlow, lyricist for the Grateful Dead and cofounder
of the Electronic Frontiers Foundation
The kid who handed me the brightly colored flyer must have
figured I was younger or at least more open-minded than I really
am. Or maybe he had me pegged from the beginning. Sure, I had
done a little "experimenting" in college and had gotten
my world view a bit expanded, but I was hardly ready to immerse
myself in a subculture as odd, or as influential, as this one
turned out to be.
The fractal-enhanced "map-point" leaflet announced a
giant, illegal party -- a "rave," where thousands of
celebrants would take psychedelics, dance to the blips of
computer-generated music, and discuss the ways in which reality
itself would soon conform to their own hallucinatory projections.
No big deal. Bohemians have talked this way for years, even
centuries. Problem is, after a few months in their midst, I
started believing them.
A respected Princeton mathematician gets turned on to LSD, takes
a several-year sabbatical in the caves of the Himalayas during
which he trips his brains out, then returns to the university and
dedicates himself to finding equations to map the shapes in his
psychedelic visions. The formulas he develops have better success
at mapping the weather and even the stock market than any have
before.
Three kids in San Francisco with a video camera and a broken
hotel magnetic key encoder successfully fool a bank cash machine
into giving them other people's money.
A new computer conferencing system immerses people so totally in
their "virtual community" that an alterego takes over a
man's willpower, and he finds himself out of control, randomly
propositioning women who happen to be "online."
A science fiction writer, after witnessing the spectacle of a
child in hypnotic symbiosis with a video arcade game, invents a
fictional reality called Cyberspace -- a "consensual
hallucination" accessed through the computer, where one's
thoughts manifest totally, and reality itself conforms to the
wave patterns.
Then, in a bizarre self-fulfilling prophecy, the science
fictional concept of a reality that can be consciously designed
begins to emerge as a held belief--and not just by kids dancing
at all night festivals. A confluence of scientists, computer
programmers, authors, musicians, journalists, artists, activists
and even politicians have adopted a new paradigm. And they want
to make this your paradigm, too.
The battle for your reality begins on the fields of digital
interaction. Our growing dependence on computers and electronic
media for information, money, and communication has made us easy
targets, if unwilling subjects, in one of the most bizarre social
experiments of the century. We are being asked to spend an
increasing amount of our time on a very new sort of turf----the
territory of digital information. While we are getting used to it
by now, this region is very different from the reality we have
grown to know and love. It is a boundless universe in which
people can interact regardless of time and location. We can fax
``paper'' over phone lines, conduct twenty-party video-telephone
conversations with participants in different countries, and even
``touch'' one another from thousands of miles away through new
technologies such as virtual reality, where the world itself
opens to you just as you dream it up.
For example, many of these computer programs and data libraries
are structured as webs, a format that has come to be known as
``hypertext.'' To learn about a painter, a computer user might
start with a certain museum. From the list of painters, he may
select a particular portrait. Then he may ask for biographical
information about the subject of the portrait, which may reveal a
family tree. He may follow the family tree up through the
present, then branch off into data about immigration policies to
the United States, the development of New York real estate, or
even a grocery district on the Lower East Side. In a hypertext
video game, a player might be a detective searching a room. In
the room is a chest of drawers. Select a drawer. The drawer
opens, inside is a note. Point to the note, and text appears.
Read the note, see a name. Select the name, see a picture. One
item in the picture is a car. Select the car, go for a ride
through the neighborhood. See an interesting house, go inside...
Maybe this isn't all that startling. It has taken several decades
for these technologies take root, and many of us are used to the
way they work. But the people I met at my first rave in early
1990's San Francisco claimed they could experience this same
boundless, hypertext universe without the use of a computer at
all. For them, cyberspace can be accessed through drugs, dance,
spiritual techniques, chaos math, and pagan rituals. They move
into a state of consciousness where, as if logged onto a
computer, the limitations of time, distance, and the body are
perceived as meaningless. People believe that they move through
these regions as they might move through computer programs or
video games--unlimited by the rules of a linear, physical
reality. Moreover, they say that our reality itself, aided by
technology, is about to make a wholesale leap into this new,
hypertextual dimension.
By handing me that damned rave promotional flyer, a San
Franciscan teenager made it impossible for me to ignore that a
growing number of quite intelligent, if optimistic, people are
preparing themselves and the rest of us for the wildest possible
implications of our new technologies. The more time I spent with
these people, the less wild these implications seemed to me.
Everywhere I turned, the conclusions were the same. Quantum
physicists at the best institutions agree that the tiniest
particles making up matter itself have ceased to behave with the
predictability of linear equations. Instead, they jump around in
a discontinuous fashion, disappearing, reappearing, suddenly
gaining and losing energy. Mathematicians, likewise, have decided
that the smooth, geometric model of reality they have used since
Euclid first drew a triangle on papyrus is obsolete. Instead,
using computers, they churn out psychedelic paisley patterns
which they claim more accurately reflect the nature of existence.
And who appears to be taking all this in first? The kids dancing
to electronic music at underground clubs. And the conclusion they
have all seemed to reach is that reality itself is up for grabs.
It can be dreamt up.
Now this all may be difficult to take seriously; it was for
me--at first. But we only need to turn to the arbiters of
reality--mainstream scientists--to find this confirmed. The
ability to observe phenomena, they now believe, is inextricably
linked to the phenomena themselves. Having lost faith in the
notion of a material explanation for existence, these quantum
physicists and systems mathematicians have begun to look at the
ways reality conforms to their expectations, mirroring back to
them a world changed by the very act of observation. As they rely
more and more on the computer, their suspicions are further
confirmed: This is not a world reducible to neat equations and
pat answers, but an infinitely complex series of
interdependencies, where the tiniest change in a remote place can
have systemwide repercussions.
When computers crunch data from real-world observations, they do
not produce simple, linear graphs of an orderly existence but
instead churn out phase maps and diagrams whose spiraling
intricacy resembles that of an ancient mosaic, a coral reef, or a
psychedelic hallucination. When the entire procession of
historical, biological, and cosmological events is reanalyzed in
the light of modern mathematical discoveries like the fractal and
feedback loops, it points toward this era--the turn of the
century--as man's leap out of history altogether and into some
sort of timeless dimension.
Inklings of what this dimension may be like come to us through
the experience of computer hackers and psychedelic tripsters, who
think of themselves not as opposite ends of the spectrum of human
activity but as a synergistic congregation of creative thinkers
bringing the tools of high technology and advanced spirituality
into the living rooms of the general public. Psychedelics can
provide a shamanic experience for any adventurous consumer. This
experience leads users to treat the accepted reality as an
arbitrary one, and to envision the possibilities of a world
unfettered by obsolete thought systems, institutions, and
neuroses. Meanwhile, the cybernetic experience empowers people of
all ages to explore a new, digital landscape. Using only a
personal computer and a modem, anyone can now access the
datasphere. New computer interface technologies such as virtual
reality promise to make the datasphere a place where we can take
not only our minds but our bodies along for the ride.
The people you are about to meet interpret the development of the
datasphere as the hardwiring of a global brain. This is to be the
final stage in the development of ``Gaia,'' the living being that
is the Earth, for which humans serve as the neurons. As computer
programmers and psychedelic warriors together realize that ``all
is one,'' a common belief emerges that the evolution of humanity
has been a willful progression toward the construction of the
next dimensional home for consciousness.
We need a new word to express this boundless territory. The kids
in this book call it Cyberia.
Cyberia is the place a businessperson goes when involved in a
phone conversation, the place a shamanic warrior goes when
traveling out of body, the place an ``acid house'' dancer goes
when experiencing the bliss of a techno-acid trance. Cyberia is
the place alluded to by the mystical teachings of every religion,
the theoretical tangents of every science, and the wildest
speculations of every imagination. Now, however, unlike any other
time in history, Cyberia is thought to be within our reach. The
technological strides of our postmodern culture, coupled with the
rebirth of ancient spiritual ideas, have convinced a growing
number of people that Cyberia is the dimensional plane in which
humanity will soon find itself.
But even those of us who have never ventured into a house club,
physics lab or computer bulletin board are being increasingly
exposed to words, images and ideas that shake the foundations of
our most deeply held beliefs. The cyberian paradigm finds its way
to our unsuspecting minds through new kinds of arts and
entertainment that rely less on structure and linear progression
than on textural experience and moment-to-moment awareness.
Role-playing games, for example, have no beginning or end, but
instead celebrate the inventiveness of their players, who wind
their way through complex fantasies together, testing strategies
that they may later use in their own lives, which have in turn
begun to resemble the wild adventures of their game characters.
Similarly, the art and literature of Cyberia have abandoned the
clean lines and smooth surfaces of Star Trek and 2001: A Space
Odyssey in favor of the grimy, posturban realism of Batman,
Neuromancer, and Bladerunner, in which computers do not simplify
human issues but expose and even amplify the obvious faults in
our systems of logic and social engineering.
Not surprisingly, the reaction of traditionalists to this
expression has been harsh and marked by panic. Cyberians question
the very reality on which the ideas of control and manipulation
are based; and as computer-networking technology gets into the
hands of more cyberians, historical power centers are challenged.
A bright young hacker with enough time on his hands can break in
to almost any computer system in the world. Meanwhile,
do-it-yourself technology and a huge, hungry media empire sews
the seeds of its own destruction by inviting private citizens to
participate through 'zines, cable shows, and interactive
television. The hypnotic spell of years of television and its
intense public relations is broken as people learn to deconstruct
and recombine the images intended to persuade them. The result is
that the population at large gains the freedom to reexamine
previously accepted policies and prejudices.
Using media ``viruses,'' politically inclined cyberians launch
into the datasphere, at lightning speed, potent ideas that openly
challenge hypocritical and illogical social structures, thus
rendering them powerless.
A new scientific paradigm, a new leap in technology, and a new
class of drug created the conditions for what many believe is the
renaissance we are observing today. Parallels certainly abound
between our era and renaissances of the past: the computer and
the printing press, LSD and caffeine, the holograph and
perspective painting, the wheel and the spaceship, agriculture
and the datasphere. But cyberians see this era as more than just
a rebirth of classical ideas. They believe the age upon us now
might take the form of categorical upscaling of the human
experience onto uncharted, hyperdimensional turf.
The people who believe all this, so far, are on the outermost
fringes of popular culture. But, as we witnessed in the 1960s,
the beliefs of fringe cultures can trickle up through our youth
into the mainstream. In fact, we may soon conclude that the
single most important contribution of the 1960s and the
psychedelic era to popular culture is the notion that we have
chosen our reality arbitrarily. The mission of the cyberian
counterculture of the 1990s, armed with new technologies,
familiar with cyberspace and daring enough to explore unmapped
realms of consciousness, is to rechoose reality consciously and
purposefully.
This book is meant to provide a guided tour through that vision:
Cyberia. It is an opportunity to take part in, or at least catch
up with, a movement that could be reshaping reality. The cyberian
explorers we will meet in the next chapters have been depicted
with all their human optimism, brilliance, and frailty. Like the
first pioneers of any new world, they suffer from the same fears,
frustrations, and failures as those who stay behind and watch
from the safety of familiarity. These are not media personalities
but human beings, developing their own coping mechanisms for
survival on the edges of reality.
Whether or not we are destined for a wholesale leap into the next
dimension, there are many people who believe that history as we
know it is coming to a close. It is more than likely that the
aesthetics, inventions, and attitudes of the cyberians will
become as difficult to ignore as the automatic teller machine and
MTV. We all must cope, in one way or another, with the passage of
time. It behooves us to grok Cyberia.
"Most people think it's far out if we get virtual reality
up and running. This is much more profound than that. This is the
real thing. We're going to find out what ``being'' is. It's a
philosophical journey and the vehicles are not simply cultural
but biology itself. We're closing distance with the most profound
event that a planetary ecology can encounter, which is the
freeing of life from the chrysalis of matter. And it's never
happened before--I mean the dinosaurs didn't do this, nor did the
procaryotes emerging. No. This takes a billion years of forward
moving evolution to get to the place where information can detach
itself from the material matrix and then look back on a cast-off
mode of being as it rises into a higher dimension."
--Terence McKenna, author, botanist, and psychedelic explorer