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' 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
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Czech description
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Classification
Type
J<sub>ost</sub> - Miscellaneous article in a specialist periodical
CEP classification
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OECD FORD branch
50803 - Information science (social aspects)
Result continuities
Project
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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
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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
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EID of the result in the Scopus database
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