Virtual Total Control: Escaping a Simulated Prison

2016 ◽  
Vol 14 (1) ◽  
pp. 46-66 ◽  
Author(s):  
Kristine Levan ◽  
Steven Downing

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. In this inquiry, specific attention is paid to the player’s experiences as a subject of control from guards, inmates, surveillance systems, and the prison construct, and how these interactions contextualize and potentially motivate the player to attempt escape. Connections between virtual and real-world escape attempts are discussed. Conceptual and theoretical links between total control and interactive experiences of simulated prison life, as well as implications of this study, are examined.

2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


2019 ◽  
pp. 105-118
Author(s):  
Matthew Thomas Payne

Matthew Thomas Payne’s chapter considers the role of franchise management through video games. He uses the case study of Nintendo’s NES and SNES micro-consoles. His essay posits that franchises can refer to both software and hardware, as the built-in games on Nintendo’s mini-consoles function as a form of franchise management and corporate canonizing by privileging certain video game texts over others.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


2021 ◽  
Vol 29 (4-5) ◽  
pp. 430-451
Author(s):  
Cornelis Bennema

Abstract The discipline of cognitive narratology applies insights of cognitive linguistics to narrative analysis. This study seeks to demonstrate the value of cognitive narratology by exploring the role of the reader and the extent of the reader’s knowledge in constructing characters. While traditional narrative criticism often limits itself to the world of the text, cognitive narratology recognizes that the reader’s knowledge from other texts and the real world also contributes to the construction of characters. This study will show that the extent of the reader’s literary and social knowledge of a text affects the construction of characters. As a case study, we will examine the calling of Peter in the canonical Gospels and show how four readers with varying degrees of knowledge will arrive at different constructions of Peter’s character.


2021 ◽  
Vol 10 (1) ◽  
pp. 50-53
Author(s):  
Lindee Declercq ◽  
Keegan Dalal ◽  
Megan Piché ◽  
Nicholas Burton ◽  
Michael Naraine

In this case study, students will explore how sport sponsorship can be used to drive business development. They will follow the fictitious story of Amazon, developing a plan to expand its operations into the Middle East through the eSports platform Twitch. Twitch, a video game livestreaming site has contributed to the rise popularity of eSports. Thanks to its appeal to the youth demographic, it is revealed Twitch offers a unique platform that can give Amazon a competitive advantage. This aligns with the Middle East’s increasing interest in becoming a global sport leader. After further exploring the Middle East market, the potential value of this sponsorship will be determined. In addition, business-to-consumer strategies will be consulted to justify the plan put forward by Amazon. Learning objectives include understanding the role of new media and being able to understand the early phases of a sponsorship plan.


Author(s):  
Nora Balfe ◽  
Sarah Sharples ◽  
John R. Wilson

Objective: This paper aims to explore the role of factors pertaining to trust in real-world automation systems through the application of observational methods in a case study from the railway sector. Background: Trust in automation is widely acknowledged as an important mediator of automation use, but the majority of the research on automation trust is based on laboratory work. In contrast, this work explored trust in a real-world setting. Method: Experienced rail operators in four signaling centers were observed for 90 min, and their activities were coded into five mutually exclusive categories. Their observed activities were analyzed in relation to their reported trust levels, collected via a questionnaire. Results: The results showed clear differences in activity, even when circumstances on the workstations were very similar, and significant differences in some trust dimensions were found between groups exhibiting different levels of intervention and time not involved with signaling. Conclusion: Although the empirical, lab-based studies in the literature have consistently found that reliability and competence of the automation are the most important aspects of trust development, understanding of the automation emerged as the strongest dimension in this study. The implications are that development and maintenance of trust in real-world, safety-critical automation systems may be distinct from artificial laboratory automation. Application: The findings have important implications for emerging automation concepts in diverse industries including highly automated vehicles and Internet of things.


2018 ◽  
Vol 3 (3) ◽  
pp. 351-358 ◽  
Author(s):  
Dawn Lee ◽  
Nic Brereton ◽  
Sujith Dhanasiri ◽  
Austin Kulasekararaj

2019 ◽  
Vol 18 (6) ◽  
pp. 497-509 ◽  
Author(s):  
Salvatore Crisafulli ◽  
Janet Sultana ◽  
Ylenia Ingrasciotta ◽  
Antonio Addis ◽  
Pasquale Cananzi ◽  
...  

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