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‚Serious Gaming‘ or ‚Ludic Culture‘? – Preaching Islam to Videogame Generation

by Erik Munder

At the Summer School ‚How Virtual is Reality?‚ in Bremen 2010, Vit Sisler lectured on Islam respectively Muslims in video games in general; Islamic educational video games and video clips from the Arab world, Iran and the United States. His aim -as articulated in his abstract- was to show how private companies try to claim those new markets of Muslim youth while promoting (their idea of) Islamic moral and ethical values in video games and edutainment software. Another aspect of his lecture was the significance of video games and such as an important but still under-examined aspect of cultural life, not only in the Middle East. For this purpose he calls on Walter J. Ong’s concept of >secondary orality<, Ian Bogost’s >persuasive games> and also >neglected media< coined by Philipp Reichmuth and Stephan Werning.

Ong’s idea of >secondary orality< is about the parallels between primary oral cultures and secondary oral cultures like our own. Secondary oral cultures are actually primary literate cultures which became more and more oral and aural again by means of new electronic communication media. The fundamental empathetic and participatory nature of orality itself shapes “new” forms of communities which show great resemblance to communities of primary oral cultures in their social interactions.

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