Play, watch, share
The dissemination of the cultural presence of games on video-based social media
Bibliographic Data
| ID | 22235698 |
|---|---|
| Authors | Qian Zhang (0009-0004-3866-2007, Peking University), Qiaohe Zhang (0000-0002-7951-6426), Yixuan Shao (0000-0001-6916-6613, Macau University of Science and Technology, corresponding author), Xu Li (0000-0003-3888-3235), Li Xu (0000-0001-5665-4861, Hubei Institute of Fine Arts) |
| Year | 2025 |
| Volume | 12 |
| Issue | 1 |
| Publication date | 2025-07-22 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Humanities and Social Sciences Communications (JOURNAL) |
| Journal identifiers | ISSN: 2662-9992 • E-ISSN: 2662-9992 |
| Publisher | Springer Science and Business Media LLC (PUBLISHER) |
| DOI | 10.1057/s41599-025-05112-3 |
| OpenAlex | W4412545235 |
| Language | EN |
| References cited | 41 |
A digital game, as a type of virtual entertainment with the widest audience rang, is an important media form that should be integrated into the cultural presence. Black Myth: Wukong is the first Chinese digital game to shift from a hit game to a cultural phenomenon. Previous studies have shown that cultural presence is crucial for cultural dissemination. This study examines the dissemination mode of the cultural presence of digital games through interactive ritual (IR) theory, which is helpful for understanding the components of the cultural phenomena formed by it. In total, 462 videos and Danmaku are collected from a social media video site (Bilibili). A real-time object detection algorithm from the computer vision (CV) field is used for video emotion detection, and the latent Dirichlet allocation (LDA) approach from the natural language processing (NLP) field is used for text analysis and topic extraction purposes. Finally, text proctyessing is performed via manual coding, screening, classification and summarization. We obtain the IR dissemination model of digital cultural presence. 1. Human‒computer game interactions from the perspective of players: sensory identification, group identification, and emotional identification. 2. Game information diffusion from the perspective of games: game operation experience, game narrative experience, and game culture experience. 3. Multisource dissemination of games from the video perspective: player community sharing, cross-platform sharing, and cross-domain sharing. The cultural presence diffusion model developed in this study reveals the prospect of gamification becoming the core strategy of cultural dissemination
Advertising · Business · Game mechanics · Internet privacy · Media studies · Multimedia · Social media · Sociology · Turns, rounds and time-keeping systems in games · Video game · Video game culture · Video game design · World Wide Web · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Social Media and Politics
From Barbie® to Mortal Kombat
From electronic heroin to created in China
The role of wishful identification, emotional engagement, and parasocial relationships in repeated viewing of live-streaming games
Climate Change on TikTok
Building viewer engagement through interaction rituals on Twitch.tv
Artificial Misinformation
Public emotional atmosphere during disasters
“Community” in Video Game Communities
Beyond subcultures
Video Games as Social Institutions
Gameplay 2.0
The Affective Labor and Performance of Live Streaming on Twitch.tv
Multimodal content analysis
Never give up, never surrender
A typology of social media rituals
From E-Heroin to E-Sports
Events and online interaction
The Nature of Leisure Revisited
Introduction
Just Like the Qing Empire
Beyond Bodily Co-Presence
| Citation velocity | historical |
|---|---|
| Highly cited | No |