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Newton Cheng
Raechel Lee
PWR 2RL
April 8, 2016
Research Proposal
Introduction
It has become appallingly obvious that our technology has exceeded our humanity.
Albert Einstein
One machine can do the work of fifty ordinary men. No machine can do the work of one
extraordinary man.
- Elbert Hubbard
The real danger is not that computers will begin to think like men, but that men will begin to
- Sydney Harris
A quick Google search of technology and humans returns over 245 million hits, with
a not insignificant number of those hits taking stances similar to those expounded by the quotes
listed above. Technology and humans, these perspectives argue, are intrinsically opposed;
humans must be careful, lest technology come to dominate and tear down our humanity.
Indeed, there exists an entire genre of literature devoted to the destructive nature of technology
on society: technological dystopia. Though the total collapse of society, as is suggested by the
society, technology has come to play an undeniably large role in our lives. One need only look
to the numerous articles and books that warn of screen-addicted zombies, of the laziness
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promoted by having machines do our work, of the increasing disconnect between individuals,
to see similar ideas regarding the detrimental effects of technology. There is, however,
relatively little research done on how these dystopian texts relate to contemporary societys
relationship to technology; this comes as no big surprise given that the technology and
environments considered in the texts tend to be radically different from the current situation.
The technological dystopia feeds such ideas, positing a world in which technology has
managed to surpass our collective humanity, leading to the destruction of anything natural
and society controlled by such technology. In one of the defining examples of the genre, the
world of Ridley Scotts 1982 Blade Runner frames the conflict at the heart of the technological
dystopia: what does it mean to be human? The protagonist, Rick Deckard, hunts to eliminate
replicants, artificial human beings, because the replicants are fundamentally not human; they
have come to Earth in an effort to extend their four-year lifespans, and in doing so, encroach
on the realm that belongs to humans. As artificial constructions, they are denied the right to
The 2007 video game Bioshock takes similar cues from the dystopian fiction which
inspired the game. Set in the underwater city of Rapture, the player character must navigate the
remains of a society that, though created as a utopia for science to flourish, has now fallen into
a state of disrepair. Central to the game is the protagonists constant battle with splicers,
individuals driven insane due to technological augmentation of their bodies, requiring the
The key connection that drove me to pursue this topic is the revelation at the end of
both Blade Runner and Bioshock that the protagonist, himself, is not necessarily human.
Deckard may be a replicant, and the unnamed protagonist of Bioshock was born in a tube, and
has been controlled by subliminal suggestions. The character that the audience (player, in the
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case of the game) has latched on to as a human figure turns out to be as non-human as the
world they navigate. Does this, however, change anything about the feelings of humanity
The answer, I believe, is no, and I look to support this answer by examining how
Bioshock essentially mirrors Blade Runner by subverting the canonical technology vs. nature
conflict of traditional technological dystopias, suggesting that such a dichotomy does not truly
exist. Following the journey taken by both protagonists, I will explore how both mediums
foreground the standard dystopian idea of technology, in being the fundamental of nature,
destroys nature and harms the human, before turning the idea on its head. Bioshock then takes
the ideas further by intimately involving the audience, as a player, in the experience of the text
itself. The video game medium is one that has only recently been brought to light as a potential
vehicle for constructing and navigating powerful narratives. Though extensive research has
been done in understanding the medium in vacuum, very little work has gone into analyzing
how the medium stands in relation to other media. In particular, understanding how this
medium can build upon already extant ideas is significant for the consideration of literary texts,
examining the philosophical implications of both works, with respect to how they treat the
question of what it truly means to be human. Technology, they argue, is not the destructive
factor in these societies, it is the actions of humans that make them less human. In doing so, I
I will look to answer the question by first deconstructing both texts as examples of
dystopian fiction, drawing on a wealth of books and literature that have analyzed the
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technological dystopia genre. This will allow me to more specifically identify the connections
between the two texts, as I look for similarities in the journey of the protagonists. In particular,
I will be using a philosophical lens to examine the specific issues and questions raised, then
employing existing literature on the two texts as a supporting framework for my analysis of the
perspectives put forward in each text. I would then analyze how Bioshock, as a video game,
For the purpose of locating the texts within the sea of technological dystopian texts, I
will primarily be relying on print sources, such as the collection of essays, Dystopia (2013) and
Interpretations (2015). A brief skimming of these leads to me believe that these will be very
useful in providing a contextual framework of the dystopian text, within which I would then
sources that specifically examine the intersection of science fiction and dystopian texts with
philosophies. In particular, I believe that Millers Exploring the Limits of the Human through
Science Fiction (2012) and Clarks How to Live Forever: Science Fiction and Philosophy
(1995) will be particularly useful, as they specifically deal with philosophical analyses of the
texts with which I am concerned. Even if they dont provide specific information, their
As I move into more detailed and specific analyses of the two texts, I would look to use
literature that is also specific to each text. In particular, I would hope to use these texts to both
supplement my personal analyses of the texts, as well as offer different perspectives of the same
issues. I am hoping to use a mixture of print and online, academic paper sources, including:
the collection of essays, Bioshock and Philosophy: Irrational Game, Rational Book (2015);
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Shanahans Philosophy and Blade Runner (2014); and Kermans Technology and Politics in
Finally, as I look to move into medium-specific analysis of the video game medium, I
would use literature that looks at methods of analysis of games. Drawing on my past experience
writing about video games, I already have a couple good resources in mind, such as The Play
versus Story Divide in Game Studies Critical Essays (2016) and Boulters Parables of the
Posthuman: Digital Realities, Gaming, and the Player Experience (2015). These sources look
ideally be able to combine this framework with the science fiction-philosophy analytical
Conclusion
Literature is a contextual product; the literature of a time period reflects the ideas,
fears, and dreams of the society from which it was produced. As our world become
increasingly reliant on technology, are we realizing the dystopian fears of the 20th century that
surround technology? Rather than treat technology as an object to which we, as humans, are
naturally opposed, technology might be treated as a product of a human society, i.e. an object
to be integrated into everyday life as a support network, rather than a constant balancing act of
natural vs. artificial. It is not the intrinsic qualities of technology that make pose the risk, but
rather, our potential lack of ability to work with such technology. Its advance and spread is
degree in Medical Physics and Japanese. His fascination with the dystopic began with Huxleys
Brave New World, and has since grown into the powerful academic interest that motivates him
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to research the dystopic worlds of other works and media. He is excited to have the
opportunity to revisit some of the works that have created the foundation of modern dystopic
literature.
Preliminary Bibliography
Aldridge, Alexandra. The Scientific World View in Dystopia. Ann Arbor, Mich: UMI Research
Boulter, Jonathan. Parables of the Posthuman: Digital Realities, Gaming, and the Player
Clark, Stephen R. L. How to Live Forever: Science Fiction and Philosophy. London: Routledge,
1995. Print.
Coplan, Amy, and David Davies. Blade Runner. New York: Routledge, Taylor & Francis Group,
2015. Print.
Cuddy, Luke. Bioshock and Philosophy: Irrational Game, Rational Book. Malden: Wiley
Kapell, Matthew. The Play Versus Story Divide in Game Studies: Critical Essays. Jefferson:
Kerman, Judith. Retrofitting Blade Runner: Issues in Ridley Scott's Blade Runner and Philip K.
Dick's Do Androids Dream of Electric Sheep? Bowling Green: Bowling Green State
Miller, Gerald A. Exploring the Limits of the Human Through Science Fiction. New York:
Myers, Robert E. The Intersection of Science Fiction and Philosophy: Critical Studies. Westport,
Shanahan, Timothy. Philosophy and Blade Runner. New York: Palgrave Macmillan, 2014. Print.