Digital Iran: Soft Power and Affect in Video Games

*Published and peer-reviewed article available at DOI: 10.21428/f1f23564.3d7610e0 With nearly 3 billion gamers worldwide, online games and streaming have become a pivotal part of everyday life for people across the globe, leading to new conceptions and constructions of identity, virtually (Hruska). While games have transcended national boundaries, gender, social class, and age, Iranian video games […]

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