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In the preface of the 1994 edition, Rushkoff describes his book as "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
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Rather than offering a comprehensive analysis of the entire cyber landscape, the book provides a guided exploration of select areas within this nascent culture, to which the author gained privileged access. The work is organized into five sections: "Computers: Revenge of the Nerds," "Drugs: The
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The book, with its introduction titled "Surfing the
Learning Curve of Sisyphus," captures a pivotal moment in history when endless possibilities emerged. It delves into the lives and experiences of individuals who recognized the impending cultural shift into uncharted territory. People mentioned
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Rushkoff's first book was originally penned in 1992 but was not published until 1994 due to publisher concerns that electronic mail and the
Internet were still obscure topics unlikely to gain traction. In
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Substances of
Designer Reality," "Technoshamanism: The Transition Team," "Cut and Paste: Artists in Cyberia," and "Warfare in Cyberia: Ways and Memes."
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computer technologies with the most intimately held dreams and the most ancient spiritual truths. It is a moment that predates
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