Brain implants are now part of modern culture but there were early philosophical references of relevance as far back as
René Descartes. In his 1641
Meditations, Descartes argued that it would be impossible to tell if all one's apparently real experiences were in fact being produced by an
evil demon intent on deception. A modern twist on Descartes' argument is provided by the "
brain in a vat" thought experiment, which imagines a brain, sustained apart from its body in a vat of nutrients, and hooked up to a computer which is capable of stimulating it in such a way as to produce the illusion that everything is normal. Popular science fiction discussing brain implants and
mind control became widespread in the 20th century, often with a dystopian outlook. Literature in the 1970s delved into the topic, including
The Terminal Man by
Michael Crichton, where a man with brain damage receives an experimental surgical brain implant designed to prevent seizures, which he abuses by triggering for pleasure. Another example is
Larry Niven's science fiction writing of
wire-heads in his "
Known Space" stories. A somewhat more positive view of brain implants used to communicate with a computer as a form of
augmented intelligence is seen in
Algis Budrys 1976 novel
Michaelmas. Fear that the technology will be misused by the government and military is an early theme. In the 1981 BBC serial
The Nightmare Man the pilot of a high-tech mini submarine is linked to his craft via a brain implant but becomes a savage killer after ripping out the implant. Perhaps the most influential novel exploring the world of brain implants was
William Gibson's 1984 novel
Neuromancer. This was the first novel in a genre that came to be known as "
cyberpunk". It follows a computer hacker through a world where mercenaries are augmented with brain implants to enhance strength, vision, memory, etc. Gibson coins the term "matrix" and introduces the concept of "jacking in" with head electrodes or direct implants. He also explores possible entertainment applications of brain implants such as the "simstim" (simulated stimulation) which is a device used to record and playback experiences. Gibson's work led to an explosion in popular culture references to brain implants. Its influences are felt, for example, in the 1989 roleplaying game
Shadowrun, which borrowed his term "datajack" to describe a brain–computer interface. The implants in Gibson's novels and short stories formed the template for the 1995 film
Johnny Mnemonic and later,
The Matrix Trilogy.
Pulp fiction with implants or brain implants include the novel series
Typers, film
Spider-Man 2, the TV series
Earth: Final Conflict, and numerous computer/video games. •
The Gap Cycle (
The Gap into): In
Stephen R. Donaldson's series of novels, the use (and misuse) of "zone implant" technology is key to several plotlines. •
Ghost in the Shell anime and
manga franchise: Cyberbrain neural augmentation technology is the focus. Implants of powerful computers provide vastly increased memory capacity, total recall, as well as the ability to view his or her own memories on an external viewing device. Users can also initiate a telepathic conversation with other cyberbrain users, the downsides being cyberbrain hacking, malicious memory alteration, and the deliberate distortion of subjective reality and experience. • In
Larry Niven and
Jerry Pournelle's
Oath of Fealty (1981) an
arcology with high surveillance and
feudal-like society is built by a private company due to riots around Los Angeles. Its systems are run by MILLIE, an advanced computer system, with some high-level executives being able to communicate directly with it and given omniscience of the arcology's workings via expensive implants in their brains.
Film •
Brainstorm (1983): The military tries to take control over a new technology that can record and transfer thoughts, feelings, and sensations. •
RoboCop (1987) Science fiction action film. Police officer Alex Murphy is murdered and revived as a superhuman cyborg law enforcer. •
Johnny Mnemonic (1995): The main character acts as a "mnemonic courier" by way of a storage implant in his brain, allowing him to carry sensitive information undetected between parties. •
The Manchurian Candidate (2004): For a means of mind control, the presidential hopeful Raymond Shaw unknowingly has a chip implanted in his head by Manchurian Global, a fictional geopolitical organization aimed at making parts of the government sleeper cells, or puppets for their monetary advancement. •
Hardwired (2009): A corporation attempting to bring marketing to the next level implants a chip into main character's brain. •
Terminator Salvation (2009): A character named Marcus Wright discovers he is a
Cyborg and must choose to fight for humans or an evil
Artificial intelligence.
Television •
The Happiness Cage (1972) A German scientist works on a way of quelling overly aggressive soldiers by developing implants that directly stimulate the pleasure centers of the brain. Also known as
The Mind Snatchers. •
Six Million Dollar Man (1974 to 1978) Steve Austin has an accident and is rebuilt as a
cyborg. •
The Bionic Woman (1976 to 1978) Jaime Sommers has an accident and is rebuilt as a
cyborg. • ''
Blake's 7'':
Olag Gan, a character, has a brain implant which is supposed to prevent future aggression after being convicted of killing an officer from the oppressive Federation. •
Dark Angel: The notorious Red Series use neuro-implants pushed into their brain stem at the base of their skull to amp them up and hyper-adrenalize them and make them almost unstoppable. Unfortunately the effects of the implant burn out their system after six months to a year and kill them. •
The X-Files (episode:Duane Barry, relevant to the overreaching mytharc of the series.): FBI Agent
Dana Scully discovers an implant set under the skin at the back of her neck which can read her every thought and change memory through electrical signals that alter the brain chemistry. •
Star Trek franchise: Members of the
Borg collective are equipped with brain implants which connect them to the Borg collective consciousness. •
Stargate SG-1 franchise: Advanced
replicators, the
Asuran interface with humans by inserting their hand into the brain of humans. •
Stargate SG-1 franchise:
Stargate SG-1 (season 7). Episode #705. Title "Revisions". A computer network linked to all the brains of the inhabitants. The A.I. in the interface has the ability to erase and rewrite history and does so. •
Fringe: The Observers use a needle like, self-guided implant which allows them to read the minds of others at the expense of emotion. The implant also allows for short range teleportation and increases intelligence. •
Person of Interest,
Season 4. Episode 81 or 13. Title "M.I.A". One of many innocent people who Samaritan operatives are experimenting on with neural implants. • Brain implants appear in several episodes of
The Outer Limits: in the episode "
Straight and Narrow", students are forced to have brain implants and are controlled by them. In "
The Message", a character named Jennifer Winter receives a brain implant to hear. In "
Living Hell", a character named Ben Kohler receives a brain implant to save his life. And in "
Judgment Day", a character who is judged a criminal has a chip implanted on the
medulla oblongata of the lower
brainstem. The forcibly implanted chip induces overwhelming pain and disorientation by a remote control within range. In the episode "
Awakening", season three, episode 10, a
neurologically impaired woman receives a brain implant to help her become more like a typical human. •
Black Mirror, a British science fiction television anthology series, has several episodes in which characters have implants on their head or in their brain or eyes, providing video recording and playback, augmented reality, and communication. •
Earth: Final Conflict, in season 1, episode 12, named "
Sandoval's Run", the character named Sandoval experiences the breakdown of his brain implant. •
Earth: Final Conflict, in season 4, episode 12, named "
The Summit", the character named Liam is implanted with a neural surveillance device.
Video games • In the video games
PlanetSide,
PlanetSide 2 and
Chrome, players can use implants to improve their aim, run faster, and see better, along with other enhancements. • The
Deus Ex video game series addresses the nature and impact of
human enhancement with regard to a wide variety of prosthesis and brain implants.
Deus Ex: Human Revolution, set in 2027, details the impact on society of human augmentation and the controversy it could generate. Several characters in the game have implanted neurochips to aid their professions (or their whims). Examples are of a helicopter pilot with implanted chips to better pilot her aircraft and analyse flight paths, velocity and spatial awareness, a CEO getting an artificial arm to throw a baseball better, as well as a hacker with a brain–computer interface that allows direct access to computer networks and also to act as a 'human proxy' to allow an individual in a remote location to control his actions. :The game raises the question of the downsides of this kind of augmentation as those who cannot afford the enhancements (or object to getting them) rapidly find themselves at a serious disadvantage against people with artificial enhancement of their abilities. The spectre of being forced to have mechanical or electronic enhancements just to get a job is explored as well. The storyline addresses the effect of implant rejection by use of the fictional drug 'Neuropozyne' which breaks down glial tissue and is also fiercely addictive, leaving people who have augmentations little choice but to continue buying the drug from a single biotech corporation who controls the price of it. Without the drug augmented people experience rejection of implants (along with ensuing loss of implant functionality), crippling pain, and possible death. • In the video game
AI: The Somnium Files, a direct neural interface is used to invasively interface the thoughts and dreams of two individuals to the extent that one person could forcibly extract information from another person's brain. Although the ethics of it are not discussed much, the significant concerns presented by this sort of technology, such as blending of the minds of connected individuals or trading thereof, and forced invasive interfacing are brought up and form part of the core narrative. • The game
Cyberpunk 2077, developed by CD Projekt Red, includes examples of brain augmentation implants. ==See also==