Gaming modern Chinese history
How “The Opium War” challenged historical narratives
Bibliographic Data
| ID | 19225136 |
|---|---|
| Authors | Bin Chen (0000-0003-3287-934X, Hong Kong Polytechnic University, corresponding author) |
| Year | 2026 |
| Pages | 1-19 |
| Publication date | 2026-05-11 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Asian Studies (JOURNAL) |
| Journal identifiers | ISSN: 1479-5914 • E-ISSN: 1479-5922 |
| Publisher | Cambridge University Press (CUP) (PUBLISHER) |
| DOI | 10.1017/s1479591426100783 |
| OpenAlex | W7160842449 |
| Language | EN |
| References cited | 10 |
Focusing on the strategy game The Opium War (1997), developed in mainland China, this article argues that, while designed as a patriotic product about the Opium War, the game moves beyond simple propaganda. Through its rule-based systems, it constructs a nuanced historical argument that operationalizes the tension within the Marxist concept of historical inevitability and contingency. The inevitability of the Qing Empire’s structural weakness is conveyed through a high degree of difficulty and the mechanics of systemic corruption, while contingency is enabled by allowing skilled players to achieve a counterfactual victory, subverting the orthodox narrative of the Qing’s inevitable defeat in the war. This subversive design was politically tenable because it operated within the accepted framework of Marxist historiography. Ultimately, this study demonstrates that video games can generate more complex historical experiences than traditional media. By analyzing this non-Western case, the article calls for a more globally conscious approach to game studies, and it recognizes games as significant sites of historical debate within politically sensitive contexts. It addresses a dual gap: the Western-centric bias in historical game studies and a lack of inquiry into the extent to which video games can engage with Chinese history
Contingency · Counterfactual thinking · Mainland China · Marxist philosophy · Narrative · Nationalism · Opium · China's Socioeconomic Reforms and Governance · Chinese history and philosophy · Digital Games and Media
Consumer Nationalism in China
Rockstar Games and American History
Qing Travelers to the Far West
Digital Games as History
The First World War in Computer Games
How propagames work as a part of digital authoritarianism
Rescuing History from the Nation
The Religious Question in Modern China
Japanese Console Games Popularization in China
| Citation velocity | historical |
|---|---|
| Highly cited | No |