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

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  • Sizhou Pan

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.

Suggested Citation

  • Sizhou Pan, 2026. "Black Myth: Wukong in German Media - Has China Gained Soft Power Through Gaming?," Simulation & Gaming, , vol. 57(4), pages 604-623, August.
  • Handle: RePEc:sae:simgam:v:57:y:2026:i:4:p:604-623
    DOI: 10.1177/10468781261415940
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