Journal of Qujing Normal University ›› 2025, Vol. 44 ›› Issue (1): 59-67.

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Chinese Culture Going Global through Video Games——A Case Study of “Black Myth: Wukong”

XUE Zhe   

  1. School of Marxism,University of Chinese Academy of Social Sciences, Beijing 102401, China
  • Received:2024-09-13 Online:2025-01-26 Published:2025-04-09

Abstract: The paper takes “Black Myth: Wukong” as an example by, focusing on the theme of video games promoting cultural globalization and exploring the logical chain and achievement path of cross-cultural communication with video games as a new digital medium and information carrier. Players use algorithm experience to access games, and the path from game to culture goes through three levels: symbol layer, narrative layer, and cultural layer. Players' mentality and cognition also rise from “fun games” to “beautiful stories” and then to explore and recognize the cultural values hidden behind the stories. The study provides theoretical support for research in the field of video games and emphasizes the important attributes of video games beyond entertainment and profitability, creating new possibilities and avenues for people to understand “worldliness” in the context of postmodernism.

Key words: “Black Myth: Wukong” , video games, cultural gobaliztion, symbol layer, narrative layer

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