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Xuan-Yuan Sword

Game

2 documents in the library are about Xuan-Yuan Sword, from writers such as DiGRA and Hong Kong Baptist University. Each has a summary and key insights with the page they come from.

Documents
2
newest 16 Jun 2025

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Each row is a game or company named alongside Xuan-Yuan Sword, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Xuan-Yuan Sword

Cover of From Wuxia to Cultivation Games: Reimagining Chinese Cosmology in Digital Space
Whitepaper3 pages

From Wuxia to Cultivation Games: Reimagining Chinese Cosmology in Digital Space

This research explores the evolution of Chinese cultural elements in digital games, specifically tracing the lineage from wuxia to the emerging genre of cultivation games.

  • Cultivation games are a rapidly growing Chinese genre in which players pursue spiritual immortality through martial and mystical practices, and the paper argues they embed Daoist cosmology, alchemy, and epistemology into core gameplay rather than using Chinese culture merely as backdrop.
  • Author Morgan Yu Hao frames this shift through Yuk Hui's concept of cosmotechnics, positioning cultivation games as a potential fusion of cosmic and moral orders through technical activity and as a challenge to Western-centric perspectives in game studies.
  • The paper traces a lineage from the 1990s wuxia "Three Swords" titles (Xuan-Yuan Sword, Chinese Paladin, Jian Xia Qing Yuan) through later East Asian MMORPGs, citing earlier scholarship that claimed wuxia games held more than half of the Chinese market.
DiGRAJun 2025
Cover of The Genesis of Wuxia Gaming: Adaptation, Nationalism, Rebellion, and the Emergence of Early Gaming Communities in the Sinosphere
Whitepaper3 pages

The Genesis of Wuxia Gaming: Adaptation, Nationalism, Rebellion, and the Emergence of Early Gaming Communities in the Sinosphere

This study traces the origins of Wuxia video games in the Sinosphere, spanning mainland China, Hong Kong, and Taiwan, during the late 1980s and 1990s.

  • Wuxia gaming in the Sinosphere is traced to Taiwan in 1986 and developed through the late 1980s and 1990s across mainland China, Hong Kong, and Taiwan, shaped heavily by Hong Kong Wuxia literature and martial arts cinema.
  • Chinese-speaking developers chose the Wuxia genre deliberately, using localization and nationalism to differentiate their products from global competitors that entered the market earlier.
  • The genre's cultural resonance came from the popularity of Wuxia novels and their film adaptations, and its themes of heroic ascension and scholarly ideals matched an early gaming community often viewed as elite and geek-centric.
Hong Kong Baptist UniversitySep 2024