Abstract
This paper engages with the digital mediation of cultural and political opinion in simulation gaming, and recent critique of cultural geography’s aptitude for research into digital media. Drawing attention to literatures within carceral geography and cybergeography, and presenting an empirical case study of the simulation computer game Prison Architect, it suggests that rather than being necessarily ephemeral, fleeting and transient, digital cultural production can also be carefully created, curated and manipulated in ways which involve both deep reflection on, and profound shaping of, political attitudes.
Keywords
Get full access to this article
View all access options for this article.
