2019
DOI: 10.1177/1741659019865298
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Carceral violence at the intersection of madness and crime in Batman: Arkham Asylum and Batman: Arkham City

Abstract: The action-adventure video games Batman: Arkham Asylum (2009) and Batman: Arkham City (2011) draw on familiar comic book narratives, themes and characters to situate players in a world of participatory violence, crime and madness. In the first game, the player-as-Batman is situated in Arkham Asylum, a high-security facility for the criminally insane and supervillains that also temporarily houses a general population of prisoners from Blackgate Penitentiary. The elision of criminality and mental illness becomes… Show more

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Cited by 12 publications
(9 citation statements)
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“…Not only to explore how popular and academic criminological discourses are intertwined, but also to explore how aesthetic accounts of criminal justice may prompt a critical response. This invitation to criticism of carcerality is all the more impactful due to the visceral experiences of video games compared to other mediums, demonstrating, as by Fawcett and Kohm (2019), that video games can be used to promote critical dialogue on criminal justice issues. Highlighting this by the exploration of carceral themes as cultural trauma, this study demonstrates that video games such as Majora's Mask can be read as culturally relevant texts, reflecting real-life cultural anxieties, that not only feed into popular criminology discourse but also challenge and critique such discourse.…”
Section: Discussionmentioning
confidence: 99%
“…Not only to explore how popular and academic criminological discourses are intertwined, but also to explore how aesthetic accounts of criminal justice may prompt a critical response. This invitation to criticism of carcerality is all the more impactful due to the visceral experiences of video games compared to other mediums, demonstrating, as by Fawcett and Kohm (2019), that video games can be used to promote critical dialogue on criminal justice issues. Highlighting this by the exploration of carceral themes as cultural trauma, this study demonstrates that video games such as Majora's Mask can be read as culturally relevant texts, reflecting real-life cultural anxieties, that not only feed into popular criminology discourse but also challenge and critique such discourse.…”
Section: Discussionmentioning
confidence: 99%
“…Cultural criminology has paid particular attention to the reciprocal relationship between crime and popular culture and the centrality of the media image in that process (Ferrell, Hayward, and Young 2008;Fawcett and Kohm 2019). It aims not just to explore the role of media in shaping public attitudes, but also to examine closely the "microcircuits of knowledge regarding crime, deviance and the societal reactions to these" (Websdale and Ferrell 1999, 349;emphasis original).…”
Section: Crime Popular Culture and Cultural Criminologymentioning
confidence: 99%
“…However, despite their ubiquity as a setting in the media entertainment industry, their place in video games is more limited. Those who have considered prison use broader themes of representation (Fawcett & Kohm, 2019;Levan, Cesaroni, & Downing, 2019). Far less research has been conducted examining representations of prisons and punishment within one of the most popular forms of contemporary entertainment media (Marsh, 2009).…”
Section: Sim City and Punishmentmentioning
confidence: 99%
“…How might video games be considered in criminology in a more considered and thoughtful manner? This is a consideration which the cultural strand of criminology has arguably come to begin to grapple of late (Fawcett & Kohm, 2019). Such cultural criminology has begun to deal with the complexity of how games frame of reference wider knowledge about crime and its realities.…”
Section: Sim City and Punishmentmentioning
confidence: 99%