Put the trodes on and they were out there, all the data in the world stacked up like a big neon city, so you could cruise around and have a kind of grip on it, visually anyway, because if you didn't, it was too complicated, trying to find your way to a particular piece of data you needed. This is the original cyberspace of William Gibson, the world's data all organized into a visual, traversable medium, a fluid economy of information centered around trans-national commerce electrodes providing a direct neurological interface. Despite this, it can serve some useful functions even its imaginary state. As we await real cyberspace, however, whether it is assembled and evolved from existing networks and communications systems or developed experimentally more or less from scratch we should not overlook the possibility that cyberspace as an idea, indeed as a system, of ideas with rigor and purpose as well as a probable, future incarnation, can usefully inform the design of many computer applications today. Although virtual reality is too complex for use in any generally available network and Gibson's cyberspace won't appear until next century if at all, the ideas of these fully realized electronic spaces can illuminate our understanding of the networked spaces we have today.
Group dynamics is what allows for social interactions.
This group dynamic appears whenever two or more people use a computer to interact. Simple physics is what allows a sense of laws governing movement in any electronic space. The simplest possible movement in electronic space is the ability to go away from and return to such a space. In other words, a true cyberspace requires the prescence of both the social and the spatial. Space, n. 4.