Skip to main content

Banoptikon Video Game: Walk-through a Dystopia

  • Chapter
  • First Online:
The Digital Transformation of the Public Sphere
  • 1058 Accesses

Abstract

Ilias Marmaras explains the development of the Banoptikon video game project (available online at: http://banoptikon.mignetproject.eu), which was produced as a key mechanism for the dissemination of research outputs for the broader EU research program Mig@Net. The central axis of the struggle the Banoptikon game addresses is the digitalization process of migration flows and, consequently, the transformations that occur in the different actors and urban territories. The game simulates social and political situations taking place inside cities, networks, rural areas and, above all, human bodies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Cunningham, Z. (2012). How academia is holding back video game criticism. Gamasutra, December 26. Retrieved September 10, 2014, from http://www.gamasutra.com/blogs/ZoranCunningham/20121226/184134/How_academia_is_holding_back_video_game_criticism.php

  • Dance-Banoptikon performance (2013). @Embros Theater, Athens. From Personal Cinema. Retrieved September 10, 2014, from https://vimeo.com/83932523

  • Deleuze, G. (1990). Post-scriptum sur les sociétés de contrôle. L ‘Autre Journal, 1. Retrieved September 10, 2014, from https://infokiosques.net/imprimersans2.php3?id_article=214

  • Diminescu, D., Pajnik, M., Parsanoglou, D., & Priftis, T. (2012). Information and communication flows. Transnational digital networks, migration and gender—Unpublished Thematic Report (WP5). Mig@Net Project. Retrieved September 10, 2014, from http://www.mignetproject.eu/?p=572

  • Epstein, C. (2008). Embodying risk: Using biometrics to protect the borders. In L. Amoore & M. de Gloede (Eds.), Risk and the war on terror. London and New York: Routledge.

    Google Scholar 

  • Kambouri, N., & Hatzopoulos, P. (2013). Final synthesis report. Transnational digital networks, migration and gender—Unpublished Report (WP11). MIG@NET Project.

    Google Scholar 

  • Karatzogianni, A., Morgunova, O., Kambouri, N., Lafazani, O., Trimikliniotis, N., & Ioannou, G. (2012). Intercultural conflict and dialogue. Transnational digital networks, migration and gender—Unpublished Thematic Report (WP10). MIG@NET Project. Retrieved September 10, 2014, from: http://www.mignetproject.eu/?p=563

  • Latour, B. (1986). Visualization and cognition: Thinking with eyes and hands. Knowledge and Society: Studies in the Sociology of Culture Past and Present, 6, 1–40.

    Google Scholar 

  • Talking Heads Cities Live—Montreaux (2011). Video from the DVD ‘Cronology’, November 23. Retrieved September 10, 2014, from http://www.youtube.com/watch?v=bHs_o8qbND0

  • Teacher Dude (2008). Social media and the Greek uprising, December 8. Retrieved September 10, 2014, from https://www.flickr.com/photos/teacherdudebbq2/3147539501

  • Trimikliniotis, N., Parsanoglou, D., & Tsianos, V. (2015). Mobile commons, migrant digitalities and the right to the city. London: Palgrave Macmillan.

    Book  Google Scholar 

  • Tsianos, V., & Kuster, B. (2013). Border crossing. Transnational digital networks, migration and gender—Unpublished Thematic Report “Border Crossing” (WP4). Mig@Net Project., Mignetproject.eu, June 16. Retrieved September 10, 2014, from http://www.mignetproject.eu/?p=577

List of websites

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Copyright information

© 2016 The Author(s)

About this chapter

Cite this chapter

Marmaras, I. (2016). Banoptikon Video Game: Walk-through a Dystopia. In: Karatzogianni, A., Nguyen, D., Serafinelli, E. (eds) The Digital Transformation of the Public Sphere. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-50456-2_20

Download citation

Publish with us

Policies and ethics