
The Chinese Game Market in the Post-Black Myth: Wukong Era: Core Challenges, Strategic Responses and Analysis of Its Emerging Trends
- 사단법인 아시아비즈니스혁신학회
- Journal of Asian Business Innovation (JABI)
- Vol.1 No.2
- 2024.06
- 25 - 32 (8 pages)
Amidst the rapid advancement of the Chinese game industry, particularly the emergence of Black Myth: Wukong as the first AAA game of Chinese origin, global interest in the Chinese game market has soared. This game not only showcases the profound richness of traditional Chinese culture but also underscores the technical prowess and creative prowess of Chinese game developers. Nevertheless, in the aftermath of Black Myth: Wukong's success, the Chinese game market continues to confront multifaceted challenges, encompassing societal prejudices towards gaming, insufficient cultural policies, the pervasive issue of 'bad money driving out good' within the industry, and the unsatisfied appetites of gamers for quality content. A meticulous examination of these challenges reveals that the transformation of traditional cultural elements, the innovative spirit of smaller development teams, and the relentless pursuit of high-quality game content represent pivotal factors in bolstering the market's competitiveness. As we gaze into the future, China stands poised to witness a proliferation of independently crafted AAA games, fostering greater international collaboration and investment, and potentially heralding a new era where diverse game genres ascend to the global stage. With these trends in motion, the Chinese government's stance towards the game industry may shift towards greater openness and support, thereby presenting fresh avenues for the domestic game market's growth.
1. Introduction
2. A Brief History of the Development of the Chinese Game Market
3. Black Myth: Wukong and China's Single-Player Game Market
4. Major Issues Affecting the Development of China's Current Game Market
5. Response Strategies: Insights from Black Myth: Wukong
6. The Business Innovation Pathways of the Chinese Game Market in the Post-Black Myth: Wukong Era
7. Conclusion and Outlook
References