IIFA resolution 260 (5/26) on digital (electronic) games: rulings and rules

قرار مجمع الفقه الإسلامي الدولي 260 (5/26) بشأن الألعاب الرقمية (الإلكترونية): أحكامها وضوابطها

A collective resolution of the International Islamic Fiqh Academy at its twenty-sixth session in Doha, which reaffirmed its earlier resolution 127 (1/14) on competition cards, defined digital games as interactive physical and mental activities through modern technology or a digital application, such as action, adventure, puzzle and electronic sports games, and resolved that the default for playing them is permissibility: they are allowed if they contain nothing forbidden, cause no harm to religion, life, mind, property or progeny, and do not lead to aggression against others or the neglect of duties; that producing and trading them is permitted when free of these harms, with the author's intellectual property right recognised; and that trading in game cards is permitted if they are prepaid and represent known benefits. It recommended issuing digital-education guides and enacting legislation that limits the games' risks, directing parents to supervise according to age group, holding media seminars on their benefits and harms, and guiding programmers to create beneficial and attractive alternatives.

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Summary

A collective resolution of the International Islamic Fiqh Academy defining digital (electronic) games, resolving that the default for playing them is permissibility provided they are free of forbidden content and harms, permitting their production and trade and the trade in prepaid game cards, and recommending digital-education guides, legislation, parental supervision and beneficial alternatives. 1

The subject

The Academy's council, meeting at its twenty-sixth session in Doha, considered the rulings and rules of digital (electronic) games, and began by reaffirming its earlier resolution 127 (1/14) on competition cards. 1

What the Academy resolved

The Academy defined digital games as interactive physical and mental activities carried out through modern technology or a digital application, such as action, adventure, puzzle and electronic sports games and the like. 1 It resolved that the default for playing them is permissibility: they may be played if they contain nothing forbidden by sharia, are not accompanied by harm to religion, life, mind, property or progeny, and do not lead to aggression against others or to the neglect of duties. 1 It permitted the production of digital games and trade in them when production and trade are free of these harms, with the intellectual property right of the author recognised, and permitted trade in digital game cards when they are prepaid cards representing known benefits. 1

The council recommended issuing digital-education guides and enacting regulations and legislation that limit the risks of digital games and activate the means of supervising them; directing parents, guardians and those responsible for children to strengthen supervision of these games according to age group; holding seminars and meetings in the visual, audio and print media on their positive and negative aspects; and guiding programmers and specialists to create a beneficial and useful alternative with enough attraction and appeal to achieve the desired competition. 1

About this record

The International Islamic Fiqh Academy, an organ of the Organisation of Islamic Cooperation, adopted this text as resolution 260 (5/26) at its twenty-sixth session in Doha (6–10 Dhu al-Qa'da 1446, 4–8 May 2025), and published it on iifa-aifi.org on 20 November 2025. 1 The museum records this text as a historical document attributed to the body or scholar that issued it; it issues no ruling of its own.

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Lahw (diversion and amusement), fiqh rulings· Gambling and speculation in exchanges· The lawful, the unlawful and the doubtful

People and things also explored

Running an internet café with video games· Sale of the prohibited· The global financial crisis of 2008 (an Islamic economic reading)· What the Law was silent about· Intoxicants (muskirat)· Tayyib (purity and lawfulness)· Wara' (scrupulosity)· Arba'un 6 — the lawful is clear and the unlawful is clear

Sources

  1. International Islamic Fiqh Academy , resolution 260

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islam.museum contributors. “IIFA resolution 260 (5/26) on digital (electronic) games: rulings and rules”. islam.museum, https://islam.museum/en/work/fatwa-iifa-260-digital-games/. CC BY-SA 4.0. Last updated 2026-11-02.

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Running an internet café with video games

A question from a person intending to open, with a friend, an entertainment internet café offering video games, unrestricted internet, printing and fax, who had been told it is forbidden as idle play that distracts from prayer; Dar al-Ifta al-Misriyya answered that if the project is free of what sharia bars, such as games and websites that expose nakedness or invite vice, and the owners undertake not to help distract their customers from religious duties such as prayer, it is permissible and its profit lawful; but if it includes forbidden things, such as laxity over pornographic content or forbidden games, or causes customers to neglect their duties, it becomes forbidden and partnership in it is cooperation in sin, the test being content and purpose. Dar al-Ifta set out the tolerance of sharia and its balance between the needs of soul and body from the verse of al-Qasas and the hadith of Hanzala, 'an hour and an hour', held that play and recreation are permissible in principle unless joined to something forbidden, citing the verse of Yusuf, the hadith of the Abyssinians playing with their spears and Umar's saying 'teach your boys to swim', and Ibn al-Qass on the permissibility of children's games that are not among the forbidden pastimes, and noted that printing and fax services are permissible in themselves while the difficulty lies in the games and open internet. It then listed eight conditions for permissible recreation: that it not become a harmful addiction, not cause the neglect of God's rights, not involve gambling, not be joined to forbidden conduct such as depicting nakedness, not contain rituals contrary to Muslim belief, not lead to quarrel and violence, not be among the espionage games that are banned, and not cause the neglect of people's rights; and it said that providing forbidden material enables wrongdoing and shares in the sin.