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Aroni, G., 2026.

Global Reception of Chinese Games Narratives

Output Type:Chapter in a book
Publication:An Alternative Globalization: Global Generations, Cultural Commodities, and Soft Power from East Asia to the World
Brief Description/Editor(s):J, C.V.O.S.L.
Publisher:Brill, Leiden
ISBN/ISSN:978-90-04-75426-3
URL:brill.com/display/title/73988
Volume/Issue:26
Pagination:pp. 367-384

Digital games history has been dominated by Japan, North America, and Europe, both as major producers and consumers of games. However, China is now by far the largest digital games market on the planet, both in terms of player numbers and expenditure. This exceptional growth is naturally reflected in the local production of games, which, despite their large numbers and player base, are only now having more resonance in the West. This chapter examines how Chinese narrative in games are received in the West, as well as the similarities and differences with the Western and Japanese traditions of game arts and development, from both a ludological and narrative point of view, with a focus on the role-playing genre.