نوع مقاله : مقاله پژوهشی
موضوعات
عنوان مقاله English
نویسنده English
Digital games, with their powerful influence on audiences around the world, have created a capacity for Western governments to consolidate their military, political, and ideological goals. The US military and military system provide Western game developers with their plans and ideas for real wars and conflicts, which are ultimately used for the entertainment industry and to stimulate the minds of players around the world. These games, which are among the most expensive games to produce and distribute, control an army of players around the world. This study, with the aim of identifying hegemonic components in Western games, analyzed six games produced by this country. The main question of this research is how American and Western games have represented the East, the Middle East, and Muslims? This study is qualitative and was conducted using qualitative content analysis and observation tools. After coding, extracting categories, and classifying them into three main categories, the findings from the content analysis were categorized into eight subcategories. This study shows that the ideological concepts of anti-Orientalism, American supremacy, and anti-Islamism are clearly and sometimes analytically present in the game's metatext. These six games, with three basic categories: 1-hegemony, 2-negative representation (misrepresentation), and 3-Islamophobia, address unconventional and unfair representations of the East, the Middle East, Islam, and Muslims.
کلیدواژهها English