Representation and Self-Representation: Arabs and Muslims in Digital Games

Publication Type  Proceedings Article
Year of Publication  2006
Authors  Sisler, Vit
Conference Name  MediaTerra 2006
Series Title  Gaming Realities: A Challenge for Digital Culture
Pagination  85 - 92
Publisher  Fournos
Conference Location  Athens
Editor  Santorineos, M., Dimitriadi, N.
ISBN Number  960-7687-01-9
Key Words  computer games; videogames; Islam; Arabs; Middle East; representation
Abstract  

This paper presents the ways in which Muslims and Arabs are represented in mainstream European and American digital games. It analyzes how games — particularly of the action genre — construct the Arab or Muslim ‘Other.’ Within these games, one finds the diverse ethnic and religious identities of the Islamic world reconstructed into a series of flat social typologies, often presented within the framework of hostility and terrorism. The second part of the paper deals with selected digital games created in the Middle East, whose authors are knowingly working with the topic of self-representation. Recent digital games originating in the Middle East can be perceived as examples of an ongoing digital emancipation taking place through the distribution of media images and their corresponding meanings. A key part of this ongoing digital emancipation involves the construction of Arab and Islamic heroes, a process accomplished by exploiting distinctive narrative structures and references to Islamic cultural heritage.

URL  http://www.digitalislam.eu/article.do?articleId=1423

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