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DiGRA
The controversy drew on resurfaced remarks by the game's art director and on sexually suggestive recruitment material.
This paper examines how gender-based controversies reshaped discourse around Chinese video game culture, using the 2024 backlash against Black Myth: Wukong as its central case. The controversy drew on resurfaced remarks from the game's art director and on sexually suggestive recruitment material, and it quickly extended to scrutiny of commentators who had praised the game while treating male players as the default audience. The authors argue that the game's status as a national industrial milestone intensified these disputes, with gender criticism often read as an attack on China's rising game industry rather than as a question about representation and respect.
The analysis traces a second wave of backlash involving a commentator whose audience fell by more than 400,000 after he watched a reveal of a miHoYo title with a contested record on gender. Regulators found none of the accused games to be illegal publications, a finding that did little to address female players' structural concerns and, the authors suggest, sent an ambiguous signal that cautious design may be safer than cultural risk-taking. A further example, Wuchang: Fallen Feathers, shows how the design of a female protagonist was rapidly sorted into binary frames such as empowerment or objectification.
Drawing on case-based discourse analysis and digital ethnography, the study concludes that Chinese gaming culture lacks an intermediary discursive space in which gendered pleasures can be negotiated. Female players seek environments free from humiliation, while many male players perceive feminist criticism as a threat to established forms of pleasure such as mastery and sexualised aesthetics. The authors contend that this polarisation crowds out discussion of mechanics and aesthetics and compresses creative experimentation, leaving studios to retreat into safer categories. To address this, the paper proposes the concept of "intersectional pleasures," which recognises that different forms of play are historically formed, unequally distributed, and differently valued.
DiGRA · 2026
DiGRA · 2026