Communications in Humanities Research

- The Open Access Proceedings Series for Conferences


Communications in Humanities Research

Vol. 8, 31 October 2023


Open Access | Article

Chinese Games and Cultural Dissemination: A Case Study of “Genshin Impact”

Xingwei Wang * 1
1 Beijing University of Chemical Technology

* Author to whom correspondence should be addressed.

Communications in Humanities Research, Vol. 8, 19-30
Published 31 October 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Xingwei Wang. Chinese Games and Cultural Dissemination: A Case Study of “Genshin Impact”. CHR (2023) Vol. 8: 19-30. DOI: 10.54254/2753-7064/8/20230947.

Abstract

As a mainstream form of artistic expression in the digital age, games have a broad audience. Compared with books and films with aesthetic thresholds, games have higher acceptance and broader dissemination. It has the characteristics of widespread and high audience acceptance. It is an important way for a country to spread its culture to the world. By analyzing the development status of China’s game industry, this paper takes “Genshin Impact,” the most successful overseas cultural communication game in China, as the research object and discusses how “Genshin Impact” integrates Chinese culture into the game. And how “Genshin Impact” has successfully spread abroad, become popular with players worldwide, and promoted the spread of Chinese culture. Finally, the paper summarizes the full text and looks forward to the development of the Chinese game industry.

Keywords

Chinese games, Chinese culture, external communication, Genshin Impact

References

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2. https://new.qq.com/rain/a/20210720A04V4X00

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5. Wang Yi. Culture is hidden in the game and slowly tells the world. 2022, Liberation Daily,07-11 (007).

6. Zheng Tianyi, Qu Ru. Game goes overseas and Chinese Culture Spread to the Outside World: Taking the Domestic game character “Yun Jin” as an example. 2022, Inter. Comm. 04, 33-36.

7. Akbar F Kusumasari B. Making public policy fun: How political aspects and policy issues are found in video games. 2022, Pol. Fut. Edu., 1-10.

8. Lynn, Yu. Mobile Games to Become a New Growth Drive for China’s Games Industry. 2014, China Foreign Trade, Z1:36-37.

9. Krogstie J, Zang Z, Gao S. The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China. 2016, Inter. J. Mob. Human Comput. Interact., 20-26.

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Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 4th International Conference on Educational Innovation and Philosophical Inquiries
ISBN (Print)
978-1-83558-039-4
ISBN (Online)
978-1-83558-040-0
Published Date
31 October 2023
Series
Communications in Humanities Research
ISSN (Print)
2753-7064
ISSN (Online)
2753-7072
DOI
10.54254/2753-7064/8/20230947
Copyright
31 October 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated