杂交
社会学
动漫
对话的
叙述的
软实力
全球定位
媒体研究
中国
谈判
文化认同
身份(音乐)
跨文化交际
语篇分析
分歧(语言学)
美学
功率(物理)
文化分析
文化多样性
数字媒体
文化研究
文化理论
价值(数学)
全球化
叙述性探究
批评性话语分析
多样性(政治)
文化艺术品
认识论
桥(图论)
电子游戏
中国文化
社会化媒体
性别研究
后殖民主义(国际关系)
作者
Yuemei Gao,Jia Li,Jianping He
标识
DOI:10.1177/20594364251385203
摘要
This study investigates how Black Myth: Wukong negotiates cultural hybridity within global digital game flows, drawing on Bhabha’s theory of “third space”. Through a dual-method approach—Critical Discourse Analysis (CDA) of in-game and paratextual content, and Computer-Assisted Content Analysis (CACA) of player discourses on Weibo, Reddit, and Steam—we reveal asymmetric audience reception. Chinese players emphasize cultural authenticity, symbolism, and narrative depth, reinforcing national identity and pride, while international audiences prioritize gameplay, technical innovation, and accessibility, often misinterpreting or overlooking Chinese cultural nuances. This divergence highlights both the possibilities and limitations of cultural translation in the global circulation of games, embodying the dynamic negotiations central to Bhabha’s hybridity. The research advances glocalization theory by demonstrating how games act as both instruments of soft power and sites for emerging intercultural identities. Methodologically, it exemplifies the value of integrating CDA and computational analysis to capture multi-layered audience responses. The findings underscore that while hybridized game narratives can foster cross-cultural engagement, enduring asymmetries persist—suggesting that genuine intercultural understanding in digital games will require ongoing negotiation, localization, and dialogic participation.
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