Full text loading...
, Nick Webber2
and Esther Wright3
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?
Article metrics loading...
Full text loading...
References
Publication Date:
https://doi.org/10.1386/jgvw_00075_1 Published content will be available immediately after check-out or when it is released in case of a pre-order. Please make sure to be logged in to see all available purchase options.