The status of role-playing in video games: A case study on Grand Theft Auto Online from the Islamic perspective
Keywords:
Grand Theft Auto Online, role-playing game (RPG), cross-gender role-playing, free mixing, ethical guidelinesAbstract
The rapid development of digital technology has developed video games into complex social spaces that go well beyond entertainment. Therefore, it raises new ethical issues with respect to video games from an Islamic perspective. This research examines role-playing in Grand Theft Auto Online (GTA Online) from an Islamic perspective, focusing on cross-gender role-playing (tasyabbuh), and virtual free mixing (ikhtilat). Utilizing a qualitative approach, this study employs an analytical strategy that utilizes descriptive, inductive, and deductive approaches to identify classical fiqh principles, current scholarly opinions, and related fatwas concerning modern virtual gaming. The results demonstrate that online gaming is fundamentally permissible in terms of the legal maxim al-asl fi al-ashya’ al-ibahah; therefore, its permissibility becomes dependent upon the nature of the gameplay, the player’s intentions, and the consequences of their actions. Practices like gender-swapping and free mixing interaction in virtual environments raise ethical concerns with Islamic values related to truthfulness and modesty. This study concludes that although participating in GTA Online is not inherently haram (prohibited), Muslim gamers are required to follow ethical guidelines based upon the maqasid al-shariah in order to ensure responsible participation that safeguards faith, intellect, and moral integrity.
Downloads
References
Akli, A., & Boukerroucha, H. (2024). The Effect of Online Gaming on Children’s Mental Abilities: Analyzed from the Maqāṣid Shariah Perspective (ḥifẓ al‑‘aql). Journal of Islam in Asia, 21(3), 180-204.
Alfidah Dara Mukti, Maria Magdalena Widiantari, & Zulin Nurchayati. (2025). Analisis Komunikasi Interpersonal Dalam Membangun Hubungan Pertemanan Virtual. KOMVERSAL, 7(1), 273-288.
Al-Ghazali, Abu Hamid. (1993). Al-Mustasfa. Dar al-Kutub al-‘IIlmiyyah.
Al-Khin, M., Al-Bugha, M., & Al-Sharbaji, A. (1992). al-Fiqh al-Manhaji ala Mazhab al-Imam al-Shafie. Dar al-Qalam.
Al-Nawawi, Abu Zakariyya Mahyuddin. (1392). Al-Minhaj Syarh Sahih Muslim. Beirut: Dar Ihya’ al-Turath al-Arabi.
Al-Suyuti, Jalaluddin Abdurrahman. (1983). al-Asybah wa al-Nadhair. Dar al-Kutub al-‘IIlmiyyah.
Ameli, S. R., & Haghshenas, M. M. (2023). A descriptive-analytical study of the open-world game design Grand Theft Auto V and online version with an emphasis on role-playing capabilities. Journal of Cyberspace Studies, 7(1), 1-22.
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359.
Cambridge Dictionary. (n.d.). Role-playing game. Retrieved 12 25, 2025, from https://dictionary.cambridge.org/us/dictionary/english/role-playing-game
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10(4), 575–583.
Fox, J., & Tang, W. Y. (2014). Sexism in online video games: The role of conformity to masculine norms and social dominance orientation. Computers in Human Behavior, 33, 314–320.
Griffiths, M.D. (2010). The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence. International Journal of Mental Health Addiction, 8, 119-125.
Gunardi, S. (2019). Adillah al-Ahkam fi Usul al-Fiqh. Bandar Baru Nilai: USIM Press.
Hasmady, F. b., & Mat Jubri Shamsuddin, M. (2018). The Rule of Sex Change: An Evaluative Study in Light of the Maqāṣid al Sharī’ah. International Journal of Fiqh and Usul Al-Fiqh Studies, 2(2), 50-58.
Hassan Abu al-Ashbal al-Zuhayri. (n.d.) Sharah Sahih Muslim.
Huang, H.; Cheng, C. The Benefits of Video Games on Brain Cognitive Function: A Systematic Review of Functional Magnetic Resonance Imaging Studies. Applied Sciences, 12(11), 5561.
Hussain, Z. & Griffiths, M. D. (2008). Gender-Swapping and Socializing in Cyberspace: An Exploratory Study. Cyberpsychology Behavior, 11(1), 47-53.
Ibn Daqīq al-ʿĪd, T. al-F. M. b. ʿA. b. W. b. M. al-Qushayrī. (2002). al-Ilmam bi Ahadith al-Ahkam. Dar Ibn Hazm
Kim, H., Sefcik, J. S., & Bradway, C. (2017). Characteristics of qualitative descriptive studies: A systematic review. Research in Nursing & Health, 40(1), 23–42.
Luo, Y., Hutchinson, J. C., O’Connell, C. S., & Sha, Y. (2022). Reciprocal effects of eSport participation and mental fatigue among Chinese undergraduate students using dynamic structural equation modelling. Psychology of Sport and Exercise, 62, 102251.
Manzur, M.M. (1997). Lisan al-Arab. Dar al-Sadr, Bayrut, Lubnan.
Martínez, K. (2024). The development of online narrative in video games: The player’s agency in Grand Theft Auto V roleplay. VISUAL REVIEW: International Visual Culture Review, 16(7), 153–163.
Mohd Rizal, M.M. & Gunardi, S. (2025). Microtransaction Game Item in Mobile Legends: A Fiqh Al-Muamalat Perspective on Digital Commodities and Gambling Elements. Journal of Advanced Islamic And Legal Research. Vol. 2, No. 2, 108-120.
Mohammed, S. S. (2024). Deductive and inductive research. In Introduction to research methods (pp. 203). Japan Bilingual Publishing Co.
Muhammad Fathi Nordin. (2020). Bayan Linnas Siri Ke-220: PUBG: Pandangan Dari Sudut Syarak. Retrieved 12 18, 2025, from https://www.muftiwp.gov.my/ms/artikel/bayan-linnas/3992-bayan-linnas-siri-220-pubg-pandangan-dari-sudut-syarak-syarak
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166.
Putra, A. K., Fauzi, R., Sajidah Dean, K., & Triwardhani, I. J. (2025). Komunikasi interpersonal game GTA V Roleplay dalam membangun relationship pertemanan antar pemain. JKOMDIS: Jurnal Ilmu Komunikasi dan Media Sosial, 5(2), 350–366.
Sabri, F., & Yunus, A. (2021). Psychological well-being of Muslim online gamers in Malaysia:
Are they mentally well enough? Islamic Guidance and Counseling Journal, 4(2), 181–193.
Sun, X. (2023). Gender Studies in Massively Multiplayer Online Role-Playing Games: A Literature Review. Lecture Notes in Education Psychology and Public Media, 29(1), 134-140.
Ustadha Shazia Ahmad. (n.d.). Can We Play Video Games Online with Opposite Gender? IslamQA (SeekersGuidance). Retrieved 12 17, 2025, from https://islamqa.org/?p=241498
Veri Arinal, Bening Sari Purnomo. (2023). Optimasi Metode Decision Tree Menggunakan Particle Swarm Optimization Untuk Analisis Sentimen Review Game GTA V Roleplay. STIKOM Cipta Karya Informatika, Jurnal Sains dan Teknologi, 5(1), 457-461.
Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.
Yunus, N., Yusoff, R., & Ng, L. K. (2021). Factors Influencing Malaysian Youth in MMORPGs. Journal of Techno-Social. 13(1), 59-67.
Zaidan, Abdul Karim. (1993). al-Mufasshal fi Ahkam al-Mar’ah wa al-Baitul alMuslim fi al-Syari’ah al-Islamiah. Beirut: Muassasah al-Risalah.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Muhammad Haziq Mohd Salleh, Setiyawan Gunardi

This work is licensed under a Creative Commons Attribution 4.0 International License.
