<i>Black Myth: Wukong</i> in German Media - Has China Gained Soft Power Through Gaming?

Purpose This study examines the transnational reception of Black Myth: Wukong in German media, exploring whether China’s first AAA game has truly disseminated Chinese culture abroad as widely expected by various sectors in China. By analysing media discourse, the study investigates how gaming functions as a vehicle for cultural representation and soft power. Findings A discourse analysis was conducted on 269 German media articles, including reports from mainstream media, mass media, and gaming media. The study finds that while the game has been highly anticipated in China and widely praised for its production quality, its reception in Germany presents a more complex picture: German media discourse questions its narrative depth and cultural accessibility, reflecting broader challenges in the international reception of gaming the culture. Conclusions The case of Black Myth: Wukong reveals that soft power is not simply the outcome of state planning, but rather a product of dynamic interaction among independent developers, public discourse, and national narratives. While Chinese media and scholarship widely frame the game as a cultural milestone, the developers’ original intent was grounded in creative ambition, the game’s symbolic elevation into a soft power asset occurred post hoc, driven by media enthusiasm and public sentiment. At the same time, limited localization and self-regulatory caution—common in China’s highly censored media environment—contributed to a reception in Germany that was curious yet critical.

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Publication Details

Journal
Simulation & Gaming
Published
2026-01-13
DOI
https://doi.org/10.1177/10468781261415940
Primary Topic
China's Global Influence and Migration
Type
article
Field-Weighted Citation Impact
0.00
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article

Black Myth: Wukong in German Media - Has China Gained Soft Power Through Gaming?

Sizhou Pan
Simulation & Gaming
China's Global Influence and Migration
article

Black Myth: Wukong in German Media - Has China Gained Soft Power Through Gaming?

Sizhou Pan
article en

Abstract

Purpose This study examines the transnational reception of Black Myth: Wukong in German media, exploring whether China’s first AAA game has truly disseminated Chinese culture abroad as widely expected by various sectors in China. By analysing media discourse, the study investigates how gaming functions as a vehicle for cultural representation and soft power. Findings A discourse analysis was conducted on 269 German media articles, including reports from mainstream media, mass media, and gaming media. The study finds that while the game has been highly anticipated in China and widely praised for its production quality, its reception in Germany presents a more complex picture: German media discourse questions its narrative depth and cultural accessibility, reflecting broader challenges in the international reception of gaming the culture. Conclusions The case of Black Myth: Wukong reveals that soft power is not simply the outcome of state planning, but rather a product of dynamic interaction among independent developers, public discourse, and national narratives. While Chinese media and scholarship widely frame the game as a cultural milestone, the developers’ original intent was grounded in creative ambition, the game’s symbolic elevation into a soft power asset occurred post hoc, driven by media enthusiasm and public sentiment. At the same time, limited localization and self-regulatory caution—common in China’s highly censored media environment—contributed to a reception in Germany that was curious yet critical.

Simulation & Gaming
Tongji University (CN)
Peace, Justice and strong institutions
Openalex Percentile: Top 92%
China's Global Influence and Migration
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