This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framework of terrorism and hostility. It then contrasts these broader trends in western digital representation with selected video games produced in the Arab world, whose authors have knowingly subverted and refashioned these stereotypes in two unique and quite different fashions. In conclusion, it consider...
This commentary piece reflects on the range of contributions to this Special Issue, considering the ...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
International audience. Abstract Through a "Passage to India", this paper proposes an approach to a ...
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It exami...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
In this introduction, game studies is argued to be a force of innovation for cultural ...
This article engages with the understandings, responses and news viewing frameworks of young multi-e...
This article seeks to make the relationship between non-market game developers (modde...
"Despite the conspicuous presence of nationhood and nationalism in existing studies of media events ...
British Muslim frustration with the media is well researched and documented; their main concern is h...
This article explores the contemporary conditions of national self-presentation, inviting students o...
Within the last 10 years, the internet has become the principal platform for the dissemination and m...
"This special issue reports on a collaborative UK research project which examined how new security c...
This article aims to contribute to historical knowledge about television's relations ...
"The notion of postfeminism has become one of the most important in the lexicon of feminist cultural...
This commentary piece reflects on the range of contributions to this Special Issue, considering the ...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
International audience. Abstract Through a "Passage to India", this paper proposes an approach to a ...
This article explores governance and control in Massively Multiplayer Online Games (MMOGs). It exami...
Huizinga's concept of a 'magic circle' has been used to depict computer games and gam...
In this introduction, game studies is argued to be a force of innovation for cultural ...
This article engages with the understandings, responses and news viewing frameworks of young multi-e...
This article seeks to make the relationship between non-market game developers (modde...
"Despite the conspicuous presence of nationhood and nationalism in existing studies of media events ...
British Muslim frustration with the media is well researched and documented; their main concern is h...
This article explores the contemporary conditions of national self-presentation, inviting students o...
Within the last 10 years, the internet has become the principal platform for the dissemination and m...
"This special issue reports on a collaborative UK research project which examined how new security c...
This article aims to contribute to historical knowledge about television's relations ...
"The notion of postfeminism has become one of the most important in the lexicon of feminist cultural...
This commentary piece reflects on the range of contributions to this Special Issue, considering the ...
Longhouses are a key feature of Neolithic Linearbandkeramik (LBK) settlements in Central Europe, but...
International audience. Abstract Through a "Passage to India", this paper proposes an approach to a ...