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Video games, historical representation and soft power

Donald, Iain, Webber, Nick and Wright, Esther 2023. Video games, historical representation and soft power. Journal of Gaming & Virtual Worlds 15 , pp. 105-127. 10.1386/jgvw_00075_1

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Abstract

This article explores how historical video games have become tools for UK and Chinese ‘soft power’ or ‘public diplomacy’ and the role of historical representation in portraying cultural identity in the global marketplace. In the United Kingdom, state support has been introduced for games representing British culture, which are assumed to conduct cultural diplomacy (a subcategory of public diplomacy). In China, public diplomacy – ‘telling China’s stories well’ – has been central to national promotion strategies under Xi Jinping. Although the success of these approaches is visible in game companies like Tencent and NetEase, regulators remain attentive to games that reflect upon China’s history and cultural heritage. What does this mean for historical representation in and around video games? Do nationalistic regulatory environments threaten the capacity of games to offer thoughtful or challenging engagements with the past? And how effectively is historical representation mobilized to project soft power through video games?

Item Type: Article
Date Type: Publication
Status: Published
Schools: History, Archaeology and Religion
Publisher: Intellect
ISSN: 1757-191X
Date of First Compliant Deposit: 22 May 2023
Date of Acceptance: 21 April 2023
Last Modified: 10 Nov 2024 05:15
URI: https://orca.cardiff.ac.uk/id/eprint/159443

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