Abstract
This study examines Black Myth: Wukong, China’s first AAA (Triple-A) game, as a transformative medium that bridges traditional Chinese mythology and modern digital storytelling. Drawing from Journey to the West, a cornerstone of Chinese literary heritage, the game integrates advanced gaming technologies with immersive narratives, offering an organic reinterpretation of classical mythology for a global audience. Employing Walter Benjamin’s theory of storytelling and Carly Kocurek’s insights on interactive media, this research highlights how the game revitalises cultural narratives, fostering cross-cultural connections while maintaining authenticity. Employing a mixed-methods approach, the study integrates content analysis of narrative and visual elements, sentiment analysis of audience reception, and a dual deductive-inductive thematic analysis to uncover key trends and insights. This study also addresses controversies surrounding inclusivity and ethical storytelling, emphasising the challenges and opportunities in adapting traditional narratives to contemporary global contexts. By analysing the reception and cultural implications of Wukong, we underscore the potential of interactive media to serve as both a cultural bridge and an educational tool.
| Original language | English |
|---|---|
| Journal | Creative Industries Journal |
| DOIs | |
| Publication status | Published Online - Nov 2025 |
Free Keywords
- AAA (Triple-A) video game
- audience reception
- Black Myth: Wukong (2024)
- Chinese mythology
- interactive storytelling
- Walter Benjamin
ASJC Scopus subject areas
- Cultural Studies
- Communication
- Visual Arts and Performing Arts
- Strategy and Management
- Management of Technology and Innovation