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Theoretical and Methodological Framework for Studying Video Games and Orientalism

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F23%3A10474259" target="_blank" >RIV/00216208:11210/23:10474259 - isvavai.cz</a>

  • Alternative codes found

    RIV/00216208:11230/23:10474259

  • Result on the web

    <a href="https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=jsRW092BEZ" target="_blank" >https://verso.is.cuni.cz/pub/verso.fpl?fname=obd_publikace_handle&handle=jsRW092BEZ</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1002/cyo2.38" target="_blank" >10.1002/cyo2.38</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Theoretical and Methodological Framework for Studying Video Games and Orientalism

  • Original language description

    This article proposes a theoretical and methodological framework for studying orientalism and representation in video games, grounded in information science, communication studies, game studies, and cultural studies. Utilizing the approaches of critical transculturalism, game production studies, and a newly refined concept of gamevironments, the proposed framework understands video games as hybrid cultural artifacts existing within interconnected technical, socio-cultural, political, economic, and religious spheres. It examines games on three levels: as computational systems encompassing procedural, narrative, and audiovisual layers; as designed by authors encoding worldviews and ideas; and as dynamically interpreted by players. Encompassing the contexts influencing design and reception, this framework enables nuanced analysis of how games perpetuate or challenge orientalist discourses. Methodologically, it integrates techniques from across disciplines to study games&apos; components, creators, audiences, and wider environments. Using Arab and Iranian gaming cultures as an example, this article highlights applying the framework to local productions negotiating global media flows and political constraints. Overall, it aims to offer an expansive and multifaceted toolkit for researching orientalism, representation, and identity construction in video games.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>ost</sub> - Miscellaneous article in a specialist periodical

  • CEP classification

  • OECD FORD branch

    50803 - Information science (social aspects)

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2023

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    CyberOrient

  • ISSN

    1804-3194

  • e-ISSN

  • Volume of the periodical

    17

  • Issue of the periodical within the volume

    2

  • Country of publishing house

    CZ - CZECH REPUBLIC

  • Number of pages

    53

  • Pages from-to

    4-56

  • UT code for WoS article

  • EID of the result in the Scopus database