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Game Science

CompanyChina · Founded 2014

Documents about Game Science

Cover of Training for Board Game-Based Learning: Evaluation Model and Preliminary Results From a National Program in Italy
Whitepaper9 pages

Training for Board Game-Based Learning: Evaluation Model and Preliminary Results From a National Program in Italy

This study presents an evaluation model for the first national board game-based learning (bGBL) training course in Italy, organized by the National Sport Association (CSI) and the Game Science Research Center, together with preliminary profiling results from participants entering the introductory Level 1 (L1) course.

  • The paper proposes an evaluation model for Italy's first national board game-based learning training course, adapting Kirkpatrick's four levels (reaction, learning, behaviour, results) and adding a diagnostic stage that uses ex ante and ex post self-assessments across four dimensions: tasks, processes, attitudes, and idea of self.
  • The study is a baseline snapshot rather than evidence of training effectiveness: ex post data were not yet available, so no pre-post comparison of outcomes is possible.
  • The initial sample of 69 participants had a mean age of 41, drawn mostly from educators, teachers, employees, and creative professionals, and most held a high school diploma or higher.
European Conference on Games Based Learning (ECGBL)Oct 2024
Cover of 4 Hot Takes on Black Myth: Wukong
Article

4 Hot Takes on Black Myth: Wukong

The rapid commercial success of Black Myth: Wukong serves as a pivotal indicator of shifting dynamics within the global video game industry.

  • Game Science’s Black Myth: Wukong achieved rapid commercial success with estimated sales of 10 to 15 million copies within its first week of release.
  • The title’s performance validates the massive purchasing power of the Chinese gaming audience and signals a permanent expansion of the global PC gaming market.
  • The game is a strong contender for 2024 Game of the Year, marking a shift where Chinese developers are now capable of producing high-budget, global hits.
Push to TalkAug 2024
Cover of Black Myth: Wukong Sales Estimates: China
Article

Black Myth: Wukong Sales Estimates: China

The launch of Black Myth: Wukong has established the title as a significant commercial success, particularly within the Chinese market.

  • Black Myth: Wukong sold over 4.5 million copies at launch, generating more than 1.5 billion yuan ($210.2 million) in gross revenue.
  • The game reached a peak of over 2.2 million concurrent players on Steam, marking the second-highest peak in the platform's history behind PUBG: Battlegrounds.
  • Steam sales account for at least 3 million of the total units sold, with the remaining 1.5 million distributed across PlayStation 5, EGS, and WeGame.
Game World ObserverAug 2024
Cover of The Rise of China: Dominant western game developers may fall to Asian competitors like HoYoverse
5 min
GameMakers5 min

The Rise of China: Dominant western game developers may fall to Asian competitors like HoYoverse

The global gaming landscape is undergoing a structural shift as established Western incumbents face increasing pressure from highly efficient, capital-intensive competitors based in China.

  • Western gaming incumbents face a structural threat over the next 5–10 years from Chinese competitors like HoYoverse, Lilith, and Game Science that utilize superior operational efficiency and aggressive capital deployment.
  • Chinese firms are successfully challenging traditional powerhouses like Blizzard and Rockstar by applying their mastery of mobile-centric live-service operations to high-definition console and PC gaming.
  • The industry is shifting away from an era of excess and zero-interest-rate policies, favoring companies that can maintain high-revenue titles like Genshin Impact and Honkai: Star Rail through massive annual development budgets.
GameMakersMay 2023