Digital Technologies as Cultural Mediators in the Globalization of Chinese Games: A Case Study of Black Myth: Wukong

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Authors: Bing Yuan, Fei Mo
Cited by: 0

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