Dragon Oath
Game
2 documents in the library are about Dragon Oath, from writers such as DiGRA and Sohu.com. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Dragon Oath, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Dragon Oath
Sohu.com Form 20-F: Fiscal Year 2025
Sohu.com Limited’s 2025 fiscal year report details the company’s financial performance, corporate structure, and the extensive regulatory environment governing its operations in the Chinese mainland.
- Sohu operates through a Variable Interest Entity (VIE) structure to navigate Chinese regulations that restrict foreign ownership in sectors including online games, news, and internet publishing.
- The company faces significant regulatory and financial risks related to its VIE structure, including potential claims from third-party creditors and heightened scrutiny from U.S. regulators regarding the legality of these arrangements.
- Sohu's subsidiary, Changyou, faces operational risks from potential security breaches, intellectual property piracy, and the challenges of integrating acquired businesses and technologies.
From Silent NPC to Active Consumer: Representing Female in Chinese Video Game Culture
This extended abstract examines how female players and female characters have been represented in Chinese video game culture, a topic the author argues has received little scholarly attention compared with Western gaming research.
- The paper argues that female representation in Chinese video games moved through three stereotypes since the 1990s (women as male-desire objects or silent NPCs before the 2010s, prosumers of boys' love content in TANBI games from 2012–2016, and cash cows in mobile otome games), and that these stereotypes have not disappeared but become more subtle.
- Drawing on Stuart Hall's theory of representation, the author treats gender images as culturally constructed meanings shaped by industry, popular culture, and players rather than neutral reflections of players.
- The first stereotype was exemplified by titles such as The Legend of Sword and Fairy and the Dragon Oath series, where women appear as sexualized figures, devoted assistants to male heroes, or silent non-player characters.