2017
DOI: 10.1177/1741659017699045
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Carceral horror: Punishment and control in Silent Hill

Abstract: Prisons have become regular fixtures in late modern media. Despite this ubiquity, little research has been conducted examining representations of prisons and punishment within one of the most popular forms of contemporary entertainment media: video games. Drawing from cultural criminology and Gothic criminology, the current study examines punitive and carceral elements in the horror video game franchise of Silent Hill. Eight games within the series are analyzed through a combination of ethnographic content ana… Show more

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Cited by 19 publications
(30 citation statements)
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“…As the application is open for public access, field research involved downloading 4 and using the application on a daily basis for a two-month period. I wrote a daily user log to document historical and theoretical connections (Altheide, 1987) while applying autoethnographic reflection (Denzin, 2014; Ferrell, 2012; Jewkes, 2011; Steinmetz, 2017). This meant tracking local police news, offender information, and crime updates in the region.…”
Section: Methods and Approachmentioning
confidence: 99%
“…As the application is open for public access, field research involved downloading 4 and using the application on a daily basis for a two-month period. I wrote a daily user log to document historical and theoretical connections (Altheide, 1987) while applying autoethnographic reflection (Denzin, 2014; Ferrell, 2012; Jewkes, 2011; Steinmetz, 2017). This meant tracking local police news, offender information, and crime updates in the region.…”
Section: Methods and Approachmentioning
confidence: 99%
“…ECA is the preferred method for identifying how methods of communication, and their meaning, "reflect other aspects of culture" (Altheide and Schneider, 2013: 27), and has been used to identify themes in a variety of texts including news (Vickovic et al, 2013), websites (Fishwick and Mak, 2015), and social media policies (Rodesiler, 2017). Furthermore, ECA has been used to analyze images and narratives in television (Kuhn-Wilken et al, 2012) and video games (Steinmetz, 2017), as well as posts on social media, including Twitter (Lemke and Chala, 2016) and Facebook (Gajaria et al, 2011). We diverge from these studies in that rather than focus on one text, we use the results of the news article analysis to guide our engagement with social media, allowing for representation of the intertext.…”
Section: Methodsmentioning
confidence: 99%
“…Both games depict surveillance cameras around the penal space that keep the inmate, and Batman, under observation. As Steinmetz (2018) describes,Surveillance is intimately linked to confinement, as such strategies often involve the monitoring of bodies in space for the purposes of control (real or imagined). Silent Hill is rife with surveillant mechanisms designed to disorient the player and engender feelings that they are under supervision.…”
Section: Players and Game Playmentioning
confidence: 99%
“…Supposed methods of treatment and rehabilitation are depicted as archaic, brutal and violent, reinforced by the player’s actions as Batman. As Kevin Steinmetz (2018) explains in his analysis of Silent Hill ’s carceral horror, ‘Perhaps Silent Hill thus signals a concern that we have ourselves become monsters in pursuit of carceral vengeance. Like the mob that pursued Frankenstein’s monster with torches and pitchforks, those driven to destroy the monstrous risk becoming monsters themselves’ (p. 282).…”
Section: Introductionmentioning
confidence: 99%