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Gaming modern Chinese history

How “The Opium War” challenged historical narratives

Bibliographic Data

ID19225136
AuthorsBin Chen (0000-0003-3287-934X, Hong Kong Polytechnic University, corresponding author)
Year2026
Pages1-19
Publication date2026-05-11
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Asian Studies (JOURNAL)
Journal identifiersISSN: 1479-5914 • E-ISSN: 1479-5922
PublisherCambridge University Press (CUP) (PUBLISHER)
DOI10.1017/s1479591426100783
OpenAlexW7160842449
LanguageEN
References cited10

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

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Citation velocityhistorical
Highly citedNo
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