Possible Influences of Steampunk on Modern Culture
Let me begin by defining “steampunk”:
“Steampunk is a subgenre of alternate-history science fiction, typically set in a pseudo-Victorian culture. The aesthetic divulged by steampunk is essentially retrofuturistic since the time zone it portrays is not the future as we might imagine it today but rather the future as imagined by the technovisionaries of past epochs. This sensibility is associated with the works of the pioneering science-fiction author Jules Verne (1828-1905) and with those the historian and illustrator Albert Robida (1848-1926). Steampunk was brought back into vogue in 1990 by William Gibson’s and Bruce Sterling’s novel The Difference Engine, a synthesis of cyberpunk motifs and Victorian culture.” (Cavarallo, 2009)
If you didn’t understand any of that, allow me to give you some more clues that could paint a canvas for you. A hero of steampunk is H. G. Wells and some more current references include movies such as Wild Wild West, or The League of Extraordinary Gentlemen. Or, if you are more interested in gaming, perhaps Final Fantasy 7 or Myst could give you a better idea.
Those who adhere to a steampunk lifestyle often speculate about what the world would be like if the future hadn’t happened so quickly. For example, they think about how modern machines would work if they were powered by steam engines. But, in other cases, steampunk can envision a historical world with modern elements. To give you a better idea, think the Victorian age with laser pistols. (McFedries, 2004)
What makes steampunk popular amongst its followers? Well, it’s mostly a response to modern consumer technologies. Sure, it’s all streamlined and perfect, but at the end of the day there’s nothing to tinker with. You can’t take it apart and rebuild it yourself. There are no screws. You can also compare steampunk’s reclamation of technology to the original punk revolution’s recapturing the music industry. Steampunk basically says: if you don’t like it, tinker with it until you do! (Grossman, 2009)
Now we come to the question of “What could the steampunk culture contribute to modern society?” Ideally, steampunk cultures strive toward “complete” knowledge as a possibility. Physically tangible and observable machines create an emotional connection between machine and user, thus enabling accessible knowledge of machinery to everyone. All cultures of people will be able to know and use machines. (Onion, 2008)
Another byproduct of the steampunk culture is its application in the world of education. Because of its characteristics as a subculture of punk which re-envisions the past’s idea of today, any teacher can easily use it to spark interest in physics, history, mechanical engineering, computers, and most importantly, the foundation of punk: “do it yourself”. (Stevens, 2010)
I admit that you may not be ready to run home and adopt steampunk as your lifestyle of choice, but I stand with the argument that it will be as advantageous to societal trends as the original punk culture was. Punk restored music to the masses, now steampunk is reclaiming technology. Punk advocated DIY projects that ultimately led to the advocacy of “going green”, a large and healthy trend in society lately. Steampunk advocates a retro-neo-visionary perspective which could lead to the advocacy of overhauling of education into a more effective and productive method by re-evaluating out-dated theories on the topic.
Even though we may not be able to foresee where steampunk will take us, I believe it is a great train to get on. However, it is still waiting for its pop-culture rocket to launch. It has yet to reach the knowledge of the masses, let alone their support. Hopefully the world will understand the cultural strengths it has to offer and climbs aboard the steam-powered train.
Bibliography
(2007). Retrieved May 5, 2011, from BoingBoing: http://www.boingboing.net/2007/04/27/steampunk_guitar.html
Blog. (2008). Retrieved May 5, 2011, from Ninja Vs. Penguin: http://www.ninjavspenguin.com/blog/2008/01/26/steampunk-nerf-guns/
Cavarallo, D. (2009). Anime and Memory. McFarland and Company Inc.
Grossman, L. (2009). Steampunk: Reclaiming Tech for the Masses. Times Magazine .
Kankuro, D. G. (2004, 2007). Define Term. Retrieved May 10, 2011, from Urban Dictionary: http://www.urbandictionary.com/define.php?term=steampunk
McFedries, P. (2004). Word Spy. Random House Inc.
Onion, R. (2008, Autumn). Reclaiming the Machine. Retrieved May 5, 2011, from Neo-Victorian Studies: http://www.neovictorianstudies.com/past_issues/Autumn2008/NVS%201-1%20R-Onion.pdf
Steampunk Blog. (2010). Retrieved May 5, 2011, from Daily Steampunk: http://www.neovictorianstudies.com/past_issues/Autumn2008/NVS%201-1%20R-Onion.pdf
Stevens, K. (2010). Freak Nation. F+W Media Inc.