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54 pages 1 hour read

William Gibson

Neuromancer

Fiction | Novel | Adult | Published in 1984

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Index of Terms

Cyberspace and the Matrix

Gibson creates realism and depth in Neuromancer through developing a range of technical jargon. Many of those terms have since entered the general English language to describe the 21st-century technological landscape. The most famous of these is “cyberspace.” Gibson describes it as a “consensual hallucination” in which users of computers and video games agree to think of the graphics on a monitor as a world on the other side of the screen. By entering cyberspace, different users can genuinely interact in what they think of as the same “space,” even though there is no such location in the physical world.

In Gibson’s futuristic world, users can “jack” into cyberspace by literally connecting a wire to their brains. This allows users to immerse themselves in the virtual world and interact with it visually. Neuromancer depicts cyberspace much like old video arcade games—lines of bright color forming buildings, cities, and grids. The virtual world created in cyberspace can also be called the matrix, and its subjective reality to those who enter it is one of the ways in which the novel develops the theme of The Artificial Nature of Modern Reality.

Cowboys

Hackers navigating cyberspace in Neuromancer are known as cowboys, console cowboys, or jockeys. Their computers are called “decks,” so they call entering cyberspace “punching deck.” Breaking into another system looks like flying in virtual space and is called a “run.” The term evokes the much-mythologized independence of real-world cowboys, contributing to Case’s characterization as a rebellious antihero.

ICE and Icebreakers

The enemy of hackers is ICE (Intrusion Countermeasures Electronics). These security programs vary in intensity, but the best use AIs and can kill the console cowboys. Programs that protect the cowboys from detection and let them break through the ICE cyberbarriers are called icebreakers.

Simstim

Simstim is a system that simulates the sensations that another person feels. It is a one-way system in which a person has a kind of antenna planted in their brain that lets them transmit their neurological sensations. Scattered references to simstim “stars” suggest that simstim recordings and live transmissions normally serve as a kind of popular entertainment. For Case’s team, this is how he can monitor Molly. It is also the same technology that Wintermute and Neuromancer use to make him feel the matrix simulations in his body. The nature of simstim thus challenges the typical understanding of Personhood and Embodiment by blurring the lines of different people’s subjective bodily experiences.

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