2016
DOI: 10.1177/1555412016653035
|View full text |Cite
|
Sign up to set email alerts
|

Virtual Total Control: Escaping a Simulated Prison

Abstract: Previous studies have examined media portrayals of total control and institutionalization in prison, and a few studies have considered the connection between media portrayals and depictions of prison escape attempts. The current inquiry seeks to fill this gap in the literature through an autoethnographic case study of the video game The Escapists, in which players assume the role of an inmate whose ultimate goal is to escape prison amid an environment populated by other nonplayer character inmates and guards. … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1

Citation Types

0
7
0
1

Year Published

2019
2019
2019
2019

Publication Types

Select...
2
1

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(8 citation statements)
references
References 69 publications
(72 reference statements)
0
7
0
1
Order By: Relevance
“…Although many games feature a prison or jail in a minor portion of the story line, they do not have, as their central theme or setting, prisons or prisoners. As such, we narrowly define a prison-themed video game as previously used by Levan and Downing (2016), in which Mason's (2003) definition of a prison film was adopted: Prison-themed video games "concern civil imprisonment and are mainly set within the walls of a prison or use prison as a central theme" (p. 8). Despite the vast library of video game titles available, there are a mere handful of games that focus exclusively on or take place primarily within a prison.…”
Section: The Current Conversation: Problematic Masculinities and Intementioning
confidence: 99%
See 2 more Smart Citations
“…Although many games feature a prison or jail in a minor portion of the story line, they do not have, as their central theme or setting, prisons or prisoners. As such, we narrowly define a prison-themed video game as previously used by Levan and Downing (2016), in which Mason's (2003) definition of a prison film was adopted: Prison-themed video games "concern civil imprisonment and are mainly set within the walls of a prison or use prison as a central theme" (p. 8). Despite the vast library of video game titles available, there are a mere handful of games that focus exclusively on or take place primarily within a prison.…”
Section: The Current Conversation: Problematic Masculinities and Intementioning
confidence: 99%
“…Prison video games are a relatively new line of research (see, e.g., Downing & Levan, 2016; Levan & Downing, 2016; Macmillan & Page, 2009; Moran & Etchegoyen, 2017; Oleszkiewicz, Kanonowicz, Sorokowski, & Sorokowska, 2018). Such games have the potential to be spaces of double exclusion (Crawford, 2005) and masculinization: Players exist in a fictional masculinized space (prison) within another masculinized virtual space (video game).…”
Section: The Current Conversation: Problematic Masculinities and Intementioning
confidence: 99%
See 1 more Smart Citation
“…At the junction of Game studies and Postcolonial studies the interesting research projects comprehending representation of a discourse of the power, identity in space of a computer game are born. For example, K. Levan and S. Downing [6] study simulation of escape from prison in a computer game. The player appears as the prisoner who is under observation of protection and has to escape from prison.…”
Section: Introductionmentioning
confidence: 99%
“…Это наиболее ярко репрезентируется в компьютерных играх, где эта разница восприятия антропологических отличий становится наглядной. Например, К. Леван, С. Даунинг [Levan, Downing 2019] изучают симуляцию побега из тюрьмы в компьютерной игре. Игрок предстает в роли заключенного, который находится под наблюдением охраны и должен сбежать из тюрьмы.…”
unclassified