#93 = Volume 31, Part 2 = July 2004
    
    ARTICLE ABSTRACTS
    
    
    
      J. Joseph Miller.
      
    The Greatest Good for Humanity: Isaac 
      Asimov’s Future History and Utilitarian Calculation Problems 
    Abstract. -- This paper addresses some of the connections 
      between Isaac Asimov’s future history and utilitarian moral theory. 
      Utilitarianism has long been plagued by a set of practical problems that render 
      the act of calculating utilities problematic. Because one of the central themes 
      of Asimov’s future history is a utilitarian drive toward the greatest good for 
      humanity, these same calculation problems create a hurdle for Asimov. I argue 
      here that several of the major developments in Asimov’s future history can be 
      read as a series of attempts to produce a better solution to utilitarian 
      calculation problems.
       
    
      
      Umberto Rossi. 
       
    
      
      The Game of the Rat: A.E. Van Vogt’s 800-Word Rule and P.K. 
        Dick’s The Game-Players of Titan
    
      
      
        
        Abstract.  -- Notwithstanding the huge bibliography of secondary 
          literature on P.K. Dick and his oeuvre, there are very few articles or books 
          that focus on single works by this very well-known writer. This essay is an 
          attempt to undertake a step-by-step analysis of the plot of one of Dick’s 
          “minor” novels, The Game-Players of Titan (1963), in order to examine how 
          a Dickian text really works. The text is read by locating the moments where Dick 
          has interrupted the narrative flow by inserting genre shunts that shift the 
          story from one genre or subgenre to another, and/or from one specific fictional 
          reality to another. The use of these shunts is one of Dick’s distinctive textual 
          strategies, also demonstrated in, for example, his short story “Small Town” 
          (1954). This strategy is the main element in what Thomas M. Disch has called the 
          Game of the Rat—i.e., Dick’s bewildering ability abruptly to change the 
          narrative rules of his fictions and thus to repeatedly thwart the expectations 
          of his readers. This game is not a naive device that allows a hack writer to 
          propel his plot when the action is lagging (Van Vogt’s 800-word rule); rather, 
          it is a skillful textual strategy that allows Dick to build complex maze-like 
          texts that challenge our mindsets and question various aspects of postmodern (or 
          late modern) societies. Thus Dick’s Game of the Rat may cast light on his own 
          fiction, as well as on other larger (and just as rigged) games of virtual 
          economy and politics.
    
      
      
        
        Christopher Palmer
    
      
      Mona Lisa Overdrive and the Prosthetic 
    
      
      
        
        Abstract. -- As William Gibson’s Matrix Trilogy appeared, relations 
          between the hard-boiled element and mystic events in cyberspace became 
          increasingly strained, and the treatment of relations between subjects and 
          objects more ambivalent and conflicted. Since Neuromancer, Gibson has 
          turned increasingly to waiflike and vulnerable characters, and he has dramatized 
          a conflict between the subject’s vulnerability to control and invasion, and the 
          subject’s need for prostheses—people or things that mediate our relation to the 
          world and enable us to cope with, for instance, loss. This essay surveys the 
          protagonists of Mona Lisa Overdrive (1988) in the light of the concept of 
          the prosthetic. The survey is inconclusive: Gibson proliferates images of 
          prostheses in an exploratory fashion. With Slick Henry, however, one of a series 
          of artists in Gibson’s fiction, certain concepts of D.W. Winnicott’s—transitional 
          object and the play space—are more useful. The essay concludes by considering 
          how Slick’s constructions, autonomous rather than prosthetic, figure in the 
          ending of the novel, where relations between the hard-boiled and the religious 
          are otherwise driving Mona Lisa Overdrive into a cul-de-sac.
    
     
      Samuel Gerald 
        Collins 
    Scientifically Valid and Artistically 
      True: Chad Oliver, Anthropology, and Anthropological SF 
    Abstract. -- Chad Oliver (1928-1993) is one of several 
      writers credited with developing the subgenre of anthropological science 
      fiction. Unlike other sf authors identified as members of this group, such as 
      Ursula K. Le Guin, Oliver was also a practicing anthropologist, serving as chair 
      of the Department of Anthropology at the University of Texas for almost two 
      decades, with research interests in Native Americans and pastoralism in Kenya. 
      Although Oliver saw his twin vocations as interrelated, anthropology and sf made 
      for uneasy bedfellows over the course of his career. This essay surveys Oliver’s 
      work, from his first published story in 1948 until his death, by examining 
      historical shifts in the fields of anthropology and science fiction that are 
      reflected in his writings. Just as Oliver moved from Golden Age themes of heroic 
      technocrats to the critical ironies of sf’s New Wave, so did his anthropological 
      thinking change from abstract models of ecological functionalism and 
      ethnocentric evolutionism in the 1950s to more engaged, self-reflexive work in 
      political economy and interpretive ethnography during the 1960s and 1970s. In 
      the final analysis, “anthropological science fiction” figures in Oliver’s 
      writings less as a stable method than as a series of shifting critical 
      questions.
    
    
      
      
        
        
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