ABSTRACT

Video games are popular mainstream media and constitute an important social activity for a substantial part of Muslim youth (Sisler 2008; Tawil-Souri 2007). Unlike other audiovisual media, video games immerse consumers, offering action and engagement, rather than inaction and passive reception. At the same time, they provide youngsters with a convenient source of cultural symbols, myths, and rituals, helping them to form their own identities. The question of identity construction is thus central to video games, since they enable a risk-free and socially acceptable way of engaging in a virtual role play (Murphy 2004).