Abstract

This article argues that digital war games communicate misleading stereotypes about Muslims that prop up patriarchal militarism and Islamophobia in the context of the US-led Global War on Terror. The article's first section establishes the relevance of the study of digital war games to feminist games studies, feminist international relations, and post-colonial feminism. The second section contextualizes the contemporary production and consumption of digital war games with regard to the “military-digital-games complex” and real and simulated military violence against Muslims, focusing especially on the US military deployment of digital war games to train soldiers to kill in real wars across Muslim majority countries. The third section probes “mythical Muslim” stereotypes in ten popular digital war games released between 2001 and 2012:Conflict: Desert Storm(2002),Conflict: Desert Storm 2(2003),SOCOM U.S. Navy SEALs(2002),Full Spectrum Warrior(2004),Close Combat: First to Fight(2005),Battlefield 3(2011),Army of Two(2008),Call of Duty 4: Modern Warfare(2007),Medal of Honor(2010), andMedal of Honor: Warfighter(2012). These games immerse players in patriarchal fantasies of “militarized masculinity” and place a “mythical Muslim” before their weaponized gaze to be virtually killed in the name of US and global security. The conclusion discusses the stakes of the stereotyping and othering of Muslims by digital war games, and highlights some challenges to Islamophobia in the digital games industry.

Highlights

  • Taha IbaidISLAMOPHOBIA STUDIES JOURNAL VOLUME 6, NO. 1 Spring 2021, PP. 33–51. Published by: Islamophobia Research and Documentation Project, Center for Race and Gender, University of California, Berkeley

  • The US Empire’s Global War on Terror and Islamophobia march in lockstep, and as demonstrated by this article, digital war games play a powerful role in popularizing Islamophobia

  • The US military relies upon digital war games to train its personnel to kill in the context of ongoing US wars, incursions, and interventions across many Muslim countries

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Summary

Taha Ibaid

ISLAMOPHOBIA STUDIES JOURNAL VOLUME 6, NO. 1 Spring 2021, PP. 33–51. Published by: Islamophobia Research and Documentation Project, Center for Race and Gender, University of California, Berkeley. They are not the expression of the editorial or advisory board and staff. Either expressed or implied, is made of the accuracy of the material in this journal, and ISJ cannot accept any legal responsibility or liability for any errors or omissions that may be made. The reader must make his or her own evaluation of the accuracy and appropriateness of those materials

AND DIGITAL WAR GAMES
Findings
CHALLENGING ISLAMOPHOBIC DIGITAL WAR GAMES
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