
LURe: Literary Undergraduate Research, Fall 2021 99
Tegan Pedersen
of suicide and similar rate of misconduct (the panopticon’s deterrent of
both being the fear of being perceived and punished), the campus prison
is simply an individualized, scaled model of the panopticon structured
around the illusion of ‘mutual trust and respect,’ the illusion of privacy
through bad visual access. Referring back to plague measures, visual
conrmation was paired with a centralized, constant stream of “writing
[which] links the centre and the periphery” (Foucault Discipline and
Punish 197). So, even if Dutch campus prisons don’t rely on literal vis-
ibility to monitor, permanent visibility and surveillance are still main-
tained through measures like schedules, registers, and checkpoints an
inmate must adhere to. The panopticon, the base for all critical roles we
may play in a functioning society, cannot be reformed in a way that op-
timizes humanity, only retrotted with newer, more modern elements.
Returning now to technology, we’ll evaluate those modern adapta-
tions. If “the soul is the effect and instrument of a political anatomy,”
then the smartphone is the prison of the body (Foucault, Discipline
and Punish 30). Not just a phone, either—tablets, laptops, smartwatch-
es, in-home assistants like Alexa, are all-new, modernized elements of
panopticism. Before continuing, I want to clarify two things: we as
humans, subject to inescapable responsibility imposed upon us to exist
in whichever social role we must, are not to blame for the conditions
and conditioning we experience. Without breaking out into an entirely
separate psychoanalytical prole of labor power structures, even the
warden, the syndic, is simply doing a job, driven by whatever motive—
necessity and survival, greed and power (which return to survival, if
scrutinized closely enough)—they’ve learned, adopted, and internal-
ized. Second, the expanse of technology, while it’s manipulated as an
arm of discipline and punishment, is not inherently a bad thing and
should not be regarded as such. Video games especially, the broad cat-
egory of creative text with which this essay is primarily concerned,
are dismissed as time-wasting, brain-melting mediums that have only
recently, within the last two decades or so, started to gain traction as a
legitimate form of media worth critical analysis. It is also impossible,
in most cases, to avoid technology. Even basic retail or food service
jobs require applications on phones and computers (often on personal
devices, blurring the distinction between work and personal life, draw-
ing an even tighter radius around the time which we are allowed to
be non-productive), virtual literacy on a variety of machines, trouble-
shooting skills, and the ability to cope with the rapid development and
shift of labor toward digital platforms. Technology is central to nearly