Marketing of games--Take Genshin Impact for example

Authors

  • Zhong Ke

DOI:

https://doi.org/10.54691/bcpbm.v38i.4118

Keywords:

Marketing of games; Genshin Impact; Chinese element; Open World Games; Cultural Communication.

Abstract

Genshin impact is an open-world game that was released in September 2020 and has attracted a lot of foreign fans in the months since its launch. It has been included in the list of national key cultural export projects and is a successful case of Chinese cultural export. This article focuses on the capabilities of Genshin Impact's operating company and why the game is so popular with gamers. A game and its company are not perfect, so this article will also mention the problems of game promotion, solutions and suggestions. Now Chinese culture is going to the world, more and more people like Chinese culture and want to know more about Chinese culture. Therefore, this paper also discusses the cultural exchange and cultural transmission in Genshin. Combined with the epidemic situation in the world and considering that many people are unable to travel, this game shows the characteristics of combining culture and travel on the whole.

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References

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Published

2023-03-02

How to Cite

Ke, Z. (2023). Marketing of games--Take Genshin Impact for example. BCP Business & Management, 38, 2442-2448. https://doi.org/10.54691/bcpbm.v38i.4118