Digital Technologies as Cultural Mediators in the Globalization of Chinese Games: A Case Study of Black Myth: Wukong
Abstract
This study examines the role of digital technologies in the globalization of Chinese digital games through a qualitative case study of Black Myth: Wukong. It analyzes how real-time rendering, AI-assisted animation, cloud-based distribution, and localization technologies influence global accessibility and intercultural interpretation. The findings indicate that digital technologies act as active cultural mediators rather than neutral tools, shaping how culturally specific narratives are experienced by international players. The study also suggests that such games may support informal cultural learning and digital literacy, although these outcomes depend on player engagement and contextual factors.
Fields of Study & Subjects
Digital Games and Media
Educational Games and Gamification
Asian Culture and Media Studies
Publication details
- Journal / source
- Journal of Education and Educational Research
- Volume
- 17
- Issue
- 1
- Pages
- 61–68
- Publication date
- 28 January 2026