Today, achieving a superior position in the issue of soft power is so valuable that many international actors would probably prefer it to superiority in hard power. This type of power enables a country to exert cultural, political, and social influence over others without the need for force or physical aggression against borders. Among the soft power tools used by countries, one can mention the film and music industry, sports, media, tourism, cultural exchanges, etc. For example, the United States with Hollywood cinema, France with fashion and art, Japan with the animation industry, and South Korea with the sub-set of the growing K-culture industry, each seeks to expand or upgrade its cultural position in other parts of the world. But another area that is almost neglected by some decision-makers or politicians, which has a high position from the perspective of soft power, is the video game industry. With a brief look at the statistics up to 2024, the global number of active video game players is estimated to be about 3.3 billion, which, along with the annual trade volume of more than two hundred billion dollars in this industry, shows a significant increase compared to previous years and growing popularity around the world. The distribution of gamers by region shows that the continent of Asia is leading with engaging about 1.48 billion gamers, followed by Europe with 715 million people. Meanwhile, one of the relatively new but powerful players is the People's Republic of China. It seems that Beijing has decided, in addition to maintaining its powerful economy, to use every possible method to improve soft power and cultural influence and prevent lagging behind in this field. It is quite clear that decision-makers in this country have realized the importance of this issue, and the Chinese video game industry has emerged not only because of its economic impact but also as a strategic tool to strengthen the soft power of this country as an important player on the international stage. Apart from focusing and operating in the domestic market, investments by Chinese companies in recent years on a significant portion of reputable entertainment companies outside this country have further increased their influence. For example, the large technology and entertainment company Tencent plays a key role in this strategy. Beijing's current strategy in this regard can be aligned with the "Digital Silk Road," which is itself part of China's "Belt and Road Initiative." This plan focuses on strengthening digital connectivity and infrastructure in participating countries and aims to expand China's digital influence globally, which includes various sectors such as telecommunications, e-commerce and digital entertainment. The Digital Silk Road has facilitated the expansion of Chinese video games into new markets, and through strategic partnerships and investment in digital infrastructure, this industry can reach a wider audience and, as a result, increase its global access.
In this regard, China's approach to using video games as a soft power tool is multifaceted. This approach includes embedding cultural elements and narratives in games, promoting Chinese digital services globally, and using the scope of the gaming industry to influence international perceptions of the land and civilization of China. Chinese video games often contain elements of traditional culture, music, storytelling, mythology, and martial arts, which act as a means of exchanging and increasing cultural appeal. These symbols are sometimes combined in attractive and successful Western formats to display what they want. The success of Chinese video games on the global stage, such as "Genshin Impact", "Honor of Kings", Wukong Sun, etc., has been recognized as a significant victory for China's soft power. These games not only generate revenue, but also act as ambassadors of Chinese culture, easily reaching audiences around the world and, by immersing the audience in a world of audio-visual effects, settle in the deepest possible way on the hearts of their audience. Another important point in this industry is the age range of its audience, which generally involves ages from childhood to youth, and in this respect, we are witnessing one of the most subtle examples of soft power in imparting desired knowledge to the audience and influencing the perception of future generations.
Ultimately, if you are probably a person unfamiliar, alien or even disgusted with Chinese narrative, audio, visual and symbolic formats, after a while of engaging with one or more video games made by this country, you will become a more familiar, less disgusted and even interested person in the land and civilization of China, and this will mean a happy ending for the decision-makers based in Beijing.
Mehdi Salami, Expert at the Center for Political and International Studies
(The opinions expressed are those of the authors and do not purport to reflect the opinions or views of the IPIS)