Gaming as a Cultural Bridge: Black Myth: Wukong and Its Effect on Perception Towards China
摘要
Black Myth: Wukong is the first Chinese AAA game, representing a revolutionary milestone for the Chinese gaming industry, achieving both rapid commercial success and international acclaim. This study investigates how nationality and experience with the game relates to acceptance of Chinese culture, willingness to buy (WTB) Chinese products, and willingness to travel (WTT) to certain Chinese cities. Using a 2 × 2 between-groups design, the data from 134 participants showed that Chinese participants had lower cultural acceptance of Chinese culture and higher WTB scores than their international counterparts. While no significant main effects of gameplay were found for the variables, correlational analyses show that hours spent on the game positively influence WTB, as well as experience and time spent predicting WTB. The findings suggest that culturally rich videogames such as Black Myth: Wukong can influence consumer behavior and reinforce the narrative that video games can be emerging tools of cultural diplomacy.