![]() ![]() This work is published under the Creative Commons Attribution (CC BY 4.0) licence. Once you have cells in a building they will be searched when you select 'search cell block'. ![]() The full terms of this licence may be seen at Anyone may reproduce, distribute, translate and create derivative works of this work (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. See this example of how to lay out a cell block: It is one large building with walls dividing up the space. This chapter aims to explore how a prison-themed video game may have come to shape some understandings of the nature, character and function of the carceral realm. If you want to stop them mixing in your cell block you should try splitting the sections off with staff only areas. It considers the case of the leading prison simulation game, Prison Architect ( Paradox Interactive, 2019), and considers how that game's portrayal of prison, specifically both its function and management, polarises and contrasts between themes of punishment and rehabilitation, in turn reflecting what are often broader societal debates about incarceration. The reason your Max Sec prisoners are roaming freely is because all those sections are Shared, which includes the rights for Max Sec to use them. ![]() The primary intent and purpose of this piece then is to consider how this extant prison-themed video game reflects dominant (and often quite binary) norms and ideas concerning imprisonments competing function (juxtaposing security and rehabilitation as binaries that can never be fully reconciled). ![]()
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