Skip to main content

Video Game Development in the Middle East: Iran, the Arab World, and Beyond

  • Chapter
Gaming Globally

Part of the book series: Critical Media Studies ((CMEDS))

Abstract

In May 2005, I was studying Arabic at the Language Institute of the Damascus University in Syria. I stayed in the sūq sarūja area, a beautiful, shabby part of the Old City. Every morning on my way to the university, I passed through the main computer and video game market, where vendors sold mostly copied US and European games and a few unauthorized Arabic localizations of the latter. If you chose to buy a game, the vendor would ask if you wanted an original or a copy. If you wanted a copy, the vendor would simply burn the game onto a CD and sell it to you for the equivalent of US$2. If you asked for an original, the vendor would essentially repeat the same operation, plus he would print a colored booklet for an additional fee. A similar process was applied to software, music, and movies, which were all widely available from street vendors throughout the city.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  • Abdulla, Rasha A. 2007. The Internet in the Arab World: Egypt and Beyond. New York: Peter Lang.

    Google Scholar 

  • Al-Resalah, 2006. “Channel Had Made Its Debut Informally on Wednesday.” March 7. Riyadh: Kingdom Holding Press Release.

    Google Scholar 

  • Alinejad, Mahmoud. 2002. “Coming to Terms with Modernity: Iranian Intellectuals and the Emerging Public Sphere.” Islam and Christian-Muslim Relations 13: 25–47.

    Article  Google Scholar 

  • Amin, Hussein Y. 2007. The Internet in the Arab World: Egypt and Beyond, by Rasha A. Abdula, ix–xiii. New York: Peter Lang.

    Google Scholar 

  • Amin, Hussein Y., and Leo A. Gher. 2000. “Digital Communication in the Arab World Entering the 21st Century.” In Civic Discourse and Digital Age communications in the Middle East, edited by Hussein Y. Amin and Leo A. Gher, 109–41. Stamford, CT: Ablex.

    Google Scholar 

  • Armbrust, Walter. 2010. “Information, Entertainment and Education in Arab Media Studies.” Paper presented at the Georgetown University Center for Contemporary Arab Studies Annual Symposium: Information Evolution in the Arab World, March 23, Washington, DC.

    Google Scholar 

  • Asr-e Pahlevanan. 2009. Video game. Developed by Rezana Afzar Sharif. Tehran: Pardis Game.

    Google Scholar 

  • Boots-Faubert, Christopher M. 2010. “Islamic Video Game Rating System Announced.” Gaming Update, November 30. Accessed February 23, 2012, http://www.gamingupdate.com/articles/5/Islamic-Video-Game-Rating-System-Announced.

  • Business Software Alliance (BSA). 2011. Eighth Annual BSA Global Software Piracy Study. Washington, DC: BSA. Accessed on February 23, 2012. http://portal.bsa.org/globalpiracy2010/downloads/study_pdf/2010_B SA_Piracy_ Study-Standard.pdf.

    Google Scholar 

  • Campbell, Heidi. 2010. “Islamogaming: Digital Dignity via Alternative Storytellers.” In Halos and Avatars: Playing Video Games with God, edited by Craig Detweiler, 63–74. Louisville, KY: Westminster John Knox Press.

    Google Scholar 

  • Derrickson, Krystina. 2008. “Second Life and the Sacred: Islamic Space in a Virtual World.” Digital Islam. Accessed February 23, 2012. http://www.digi-talislam.eu/article.do?articleId=1877.

  • Dream TV. 2006. Broadcast. Interview with the creators of the game Abu Hadid. December 16. Media Production City, Egypt.

    Google Scholar 

  • Elashmawi, Farid, and Philip R. Harris. 1998. Multicultural Management 2000: Essential Cultural Insights for Global Business Success. Houston, TX: Gulf Professional Publishing.

    Google Scholar 

  • Feghali, Elien. 1997. “Arab Cultural Communication Patterns.” International Journal of Intercultural Relations 21: 345–78. Accessed February 23, 2012. doi:10.1016/S0147–1767(97) 00005–9.

    Article  Google Scholar 

  • Galloway, Alexander R. 2004. “Social Realism in Gaming.” Game Studies 4. Accessed February 23, 2012. http://gamestudies.org/0401/galloway/.

  • “GTA IV Banned in UAE.” 2008. Game Politics, May 3. Accessed February 23, 2012. http://www.gamepolitics.com/2008/05/03/gta-iv-banned-in-uae.

  • Höglund, Johan. 2008. “Electronic Empire: Orientalism Revisited in the Military Shooter.” Game Studies 8. Accessed February 23, 2012. http://gamestudies.org/0801/articles/hoeglund.

  • “Iran Seeking to Enter International Market for Computer Games.” 2011. Payvand, April 21. Accessed February 23, 2012. http://www.payvand.com/news/11/apr/1203.html.

  • Jandt, Fred E. 2001. Intercultural Communication: An Introduction. Thousand Oaks, CA: Sage.

    Google Scholar 

  • Kasmiya, Radwan. 2010. “Video Games Vanguard in the Middle East (Part 1-Syria).” Games Latest, April 9. Accessed February 23, 2012. http://web.archive.org/web/20100418081453/http://gameslatest. com/2010/04/09/video games-vanguard-in-the-middle-east-part-1-%E2%80 %93 -syria/.

  • Kavoori, Anandam. 2008. “Gaming, Terrorism and the Right to Communicate.” Global Media Journal 7(13). Accessed February 23, 2012. http://lass.calumet.purdue.edu/cca/gmj/fa08/gmj-fa08-kavoori.htm.

  • Khamis, Sahar, and Vit Sisler. 2010. “The New Arab Cyberscape: Redefining Boundaries and Reconstructing Public Spheres.” In Communication Yearbook 34, edited by Charles T. Salmon, 277–315. New York: Routledge.

    Google Scholar 

  • Kirlidog, Melih. 1996. “Information TechnologyTransferto a Developing Country: Executive Information Systems in Turkey.” Information Technology & People 9: 55–84. Accessed February 23, 2012. doi:10.1108/09593849610129095

    Article  Google Scholar 

  • Kraidy, Marwan M., and Joe F. Khalil. 2009. Arab Television Industries. London: British Film Institute.

    Google Scholar 

  • Machin, David, and Usama Suleiman. 2006. “Arab and Computer War Games: The Influence of a Global Technology on Discourse.” Critical Discourse Studies 3(1): 1–22.

    Article  Google Scholar 

  • Marashi, Ibrahim. 2001. “The Depiction of Arabs in Combat Video Games.” Paper presented at the Beirut Institute of Media Arts, Lebanese American University, November 5–9.

    Google Scholar 

  • Mernissi, Fatema. 2006. “Digital Scheherazades in the Arab World. Current History: A Journal of Contemporary World Affairs.” Academic Research Library 106(689): 121–26.

    Google Scholar 

  • Mir Mahna. 2011. Video game. Developed by ESPRIS Studio. Tehran, Iran: ESPRIS Studios.

    Google Scholar 

  • Nair, Manoj. 2003. “Interview: PlayStation Victimised by Piracy.” Gulf News, October 26. Accessed February 23, 2012. http://gulfnews.com/news/gulf/uae/general/interview-playstation-victimised-by-piracy-1.368615.

  • National Foundation of Computer Games (NFCG). 2011. “About Us.” Accessed February 23, 2012, http://ircg.ir/index.php?sn=aboutUs&pt=&lang=en.

  • Nydell, M. 1987. Understanding Arabs: A Guide for Westerners. Yarmouth, ME: Intercultural Press.

    Google Scholar 

  • Reichmuth, Philipp, and Stefan Werning. 2006. “Pixel Pashas, Digital Djinns.” In ISIM Review 18: 46–47. Leiden: ISIM.

    Google Scholar 

  • Roumani, Rhonda. 2006. “Muslims Craft Their Own Video Games.” Christian Science Monitor, June 5. Accessed February 23, 2012. http://www.csmonitor.com/2006/0605/p07s02-wome.html.

  • Sabry, Tarik. 2010. Cultural Encounters in the Arab World: On Media, the Modern and the Everyday (Library of Modern Middle East Studies). London: I. B. Tauris.

    Google Scholar 

  • Shaw, Adrienne. 2010. “Identity, Identification, and Media Representation in Video Game Play: An Audience Reception Study” PhD diss., University of Pennsylvania.

    Google Scholar 

  • Sheibani, Khatereh. 2009. “Authorship in Performance in the Post-Revolutionary Iranian Cinema.” Paper presented at the annual meeting for the Middle Eastern Studies Association, Washington, DC, November 22–25.

    Google Scholar 

  • Sisler, Vit. 2006. “In Video games You Shoot Arabs or Aliens: Interview with Radwan Kasmiya.” Umelecl International 10(1): 77–81.

    Google Scholar 

  • —. 2008. “Digital Arabs: Representation in Video Games.” European Journal of Cultural Studies 2(11): 203–20.

    Article  Google Scholar 

  • —. 2009. “Video Games, Video Clips, and Islam: New Media and the Communication of Values.” In Muslim Societies in the Age of Mass Consumption, edited by Johanna Pink, 231–58. Newcastle, UK: Cambridge Scholars Publishing.

    Google Scholar 

  • —. 2012. “Digital Heroes: Identity Construction in Iranian Video Games.” In Thirty Years On: The Social and Cultural Impacts of the Iranian Revolution, edited by Annabelle Sreberny. London: I. B. Tauris, forthcoming.

    Google Scholar 

  • Sreberny, Annabelle, and Gholam Khiabany. 2010. Blogistan: The Internet and Politics in Iran. New York: I. B. Tauris.

    Google Scholar 

  • Tawil-Souri, Helga. 2007. “The Political Battlefield of Pro-Arab Video Games on Palestinian Screens.” Comparative Studies of South Asia, Africa and the Middle East 27(3): 536–51.

    Article  Google Scholar 

  • Tebyan. 2008. “About Us” Accessed February 23, 2012. http://www.tebyan.net/index.aspx?pid=58430.

  • Zaharna, Rhonda S. 1995. “Understanding Cultural Preferences of Arab Communication Patterns.” Public Relations Review 21(3): 241–55. doi:10.1016/0363–8111.

    Article  Google Scholar 

  • Zakaria, Norhayati, Jeffrey M. Stanton, and Shreya T. M. Sarkar-Barney. 2003. “Designing and Implementing Culturally-Sensitive IT Applications: The Interaction of Culture Values and Privacy Issues in the Middle East.” Information Technology & People 16(1): 49–75. Accessed February 23, 2012. doi:10.1108/09593840310463023.

    Article  Google Scholar 

  • Zandapour, Fred, and Golnaz Sadri. 1996. “Communication in Personal Relationships in Iran: A Comparative Analysis.” In Communication in Personal Relationships across Cultures, edited by William B. Gudykunst, Stella Ting-Toomey, and Tsukasa Nishida, 174–96. Thousand Oaks, CA: Sage Publications.

    Google Scholar 

  • Zoya. 2002. Video game. Developed by Technisat3D.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2013 Nina B. Huntemann and Ben Aslinger

About this chapter

Cite this chapter

Šisler, V. (2013). Video Game Development in the Middle East: Iran, the Arab World, and Beyond. In: Huntemann, N.B., Aslinger, B. (eds) Gaming Globally. Critical Media Studies. Palgrave Macmillan, New York. https://doi.org/10.1057/9781137006332_18

Download citation

Publish with us

Policies and ethics