Extracts from Digital
Arabs: Representation in Video Games
By Vit Sisler
Orientalism in a
Digital Age
Video games provide a structured image of the world, and
apart from the hero’s, who provide the background and personality, often game
characters are depicted only by several distinctive symbols. Similarly, the in
game surroundings and settings are rendered frequently by repetition of a
number of textures and schemes – applies to games which adopt Middle Eastern
settings.
Edward Said’s classic work analysed the Orientalist debate
of the 19th and early 20th century which recreates
Islamic society as a timeless and exotic entity. The Middle East was depicted
in a naïve and historicizing way serving the colonial approach of real politics
– games used very much the same patterns and portrayed the same colonial
impression, often including motifs such as head-scarfs, turbans, scimitars,
tiles and camels with character concepts as caliphs, Bedouins, djinns, belly
dancers and harems. Games portraying a contemporary and historical or
fantastical Middle East constitute separate categories, mostly using different
imagery, storyline and gameplay.
Roland Barthes gives a diagnosis of how imitative arts
comprise two messages – denoted (symbolised) and connoted (implied) – what
society thinks of it. Unlike fine arts games often have a story or introduction
to the quest - mainly a plot that begins with a kidnapping of a woman, in the
games that were analysed, by an evil character and rescued and revenged by the
hero. Medieval fantasy games often have a similar reference reinforcing
stereotypical notions of arbitrary, cruelty and barbarism.
Almost all the Middle East games use a quasi-historical
element to give an oriental impression and few use real historical events-
remarkable when compared with the number of factual historical games. This
prevalent ‘Orientalist’ mode of representation can be perceived as an exclusion
from constructive conversational, overshadowing the represented contribution to
contemporary reality.
In the majority of action games, the point of the game is to
kill ‘others’ who typically are ‘one of them’. Middle East is a favourite virtual
battleground for action genre games often taking place in the Middle East or in
ostensibly anonymous settings.
The player often controls American or coalition forces while
the enemy units are controlled by the computer. Often playing for the 'other
side' isn't allowed and the enemy is depicted by a set of arranged attributes
often referred to as Arabs or Muslims with headcover, loose clothes and dark
skin colour. Often in the games the enemy is generalised or collectivised for
example ‘haven for terrorists’ militants or insurgents but coalition soldiers
are usually humanised and individualised by their nicknames or specific visual
characteristics and given moral missions emphasised by professionalism and
courage. The enemy is often presented in a way that suggests that they are not
real soldiers – removing the legitimacy of their actions. Even on a level of
artificial intelligence controlling the enemy soldiers is described by scrips –
undisciplined poses, shouting and yelling or raising weapons above their heads,
laughing mockingly after they kill demonstrating unlawful combatants.
Even the artwork on the games cover is 'racist' and bias. The GLA (Global Liberation Army) general is wearing a full head vale has his gun up in the air and you can make out more of his facial features that the other two. Where as the other Generals are wearing distinctive military hats and berets thay also have very distinct facial features, the US general has a very strong square jawline and cheek bones. Before you've even chosen your side or played the game, GLA have been demoralised or even being worthy of having an actually army
Recent studies have examined the public relations
recruitment and promoting significance in video games or explaining and
vindication the ‘War against Terror.’ The scene and engagement can reshape
comprehension of the narrative and can be politically influenced.
Nina Huntemann compares games with war films made in the
1940s that provides an overwhelming amount of technical information but lacks
deeper understanding of the conflict or outcome.
Zhan argues that the confines of visual representation of
war in video games detaches it from actual reasoning – it reinforces the good
self and evil Other; obviating the need for further explanation of the
conflict.
Sid Meier’s Civilization series challenges the mainstream
trend allowing players to act on parts of various civilizations and engage in
building cities, establishing trade routes and interacting with others on a
diplomatic or military basis through thousands of years of virtual history. The
game neatly describes each civilization with its own unique traits and are very
culturally sensitive – the player can choose any side and it generally rewards
cooperation. Civilization 3 has many
historical Middle Eastern scenarios and equipped with an encyclopedia. The
history however is precisely the opposite of history, not because of an imperial
perspective but because of the diachronic details of lived life are replaced by
synchronic similarity and not true of history.
While Sid Meier refreshing turns history and anthropology
books into a strategy game that is diplomatically and culturally sensitive
while being unique in its historical correctness.
Vit Sisler concludes that the game Civilization is one of
the few games that Arabs and Muslims are portrayed as enemies or depicted in an
orientalist manner but a possible representation of the players self.
Civilization is a turn based video game, the aim of the game is to build a virtual empire to stand the test of time. The players attempt to expand and develop their empire through the ages anctent ear to modern day near-future times.
The Japanese video game titles makes up a significant portion of the video game market, such as Final Fantasy, Street Fighter, Super Mario Brothers. Japanese video game titles run the gamut of genre, cropping up into every category. Yet, despite the input Japan has in the market, the average 'American' consumer has very little knowledge of the culture that produces these main stream games. Due to the willing ignorance of us as gamers, we consume the game only, without knowledge or understanding of the culture that produced it. Many consumers are confused by certain works coming from Japan, there has been a rise of phrases and internet viral memes such as 'Only in Japan,' 'Those crazy Japanese' or 'Oh Japan'.
These snippets of Japanese culture give the ignorer consumer perhaps a misunderstood conception of what Japan is like as a whole.
Civilization is a turn based video game, the aim of the game is to build a virtual empire to stand the test of time. The players attempt to expand and develop their empire through the ages anctent ear to modern day near-future times.
The Japanese video game titles makes up a significant portion of the video game market, such as Final Fantasy, Street Fighter, Super Mario Brothers. Japanese video game titles run the gamut of genre, cropping up into every category. Yet, despite the input Japan has in the market, the average 'American' consumer has very little knowledge of the culture that produces these main stream games. Due to the willing ignorance of us as gamers, we consume the game only, without knowledge or understanding of the culture that produced it. Many consumers are confused by certain works coming from Japan, there has been a rise of phrases and internet viral memes such as 'Only in Japan,' 'Those crazy Japanese' or 'Oh Japan'.
These snippets of Japanese culture give the ignorer consumer perhaps a misunderstood conception of what Japan is like as a whole.

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