Kamistan, Qurac, and Abuddin mark just three of the innumerable fictional MiddleEastern countries that proliferate American media works, but why exactly have these nonexistentplaces become such inexplicable fixtures in Hollywood cinema, television, comic books,and video games? This thesis explores three of these fictitious nations—Aladdin’s (1992)Kingdom of Agrabah; Dune’s (2021) desert planet Arrakis, scenes for which were filmed inJordan; and Call of Duty: Modern Warfare’s (2019) Urzikstan—to begin to account for thisphenomenon. These case studies represent three prevalent mediums and styles for imagining theMiddle East: the magical ancient Middle East in animation; desert planets that proliferate sciencefiction; and the contemporary war-torn Middle East in military-themed video games.Each setting has been constructed from the “standardized molds” Edward Said details inOrientalism (26), bestowing each with familiar archetypes, stereotypes, and references thatWestern spectators identify. This mold, in turn, serves as a shorthand that assists with thespectators’ reading or understanding the milieux. Because the role that imagination and virtualityplay in constructing these fictional Middle Easts, the thesis reads each of the case studies asBaudrillardian simulacra, copies without originals, each representing single installments inlonger series of similar representations (the antiquated Middle East with genies, treasure, andmagic carpets; the Middle East as the Cold War’s Third World, home to powerful resources andcaught between competing empires; the Middle East as a site of instability and conflict).Plausibility and pleasure function as two throughlines that guide the paper. Plausibilityrelates to how the texts construct their milieux, operating within the standardized molds anddrawing on familiar signs to plausibly convey their Middle Easternness to spectators. These milieux construct both shared and unique pleasures, paramount of which is a sense of Westernauthority over these virtual Middle Easts, which are created by, influenced by, and ultimatelycontrolled by Western protagonists. Through these spaces, Western institutions create their ownvirtual Middle Easts to explore, manage, and liberate, unburdened by real-world contexts andcontradictions.
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