Cultural representation of Chinese elements in Genshin impact and its influence on player interest

Authors

DOI:

https://doi.org/10.38010/deskomvis.v6i2.133

Keywords:

Visual design, Character design, Cross-cultural media, Cultural representation

Abstract

This study was conducted by using different ways to analyse participant interest through combining qualitative methods that looked at Culture from Traditional Chinese Society and how that reflects on Genshin Impact and Quantitative Methods to determine the overall influence of Culture from Traditional Chinese Society and Genshin Impact. Through this approach, our focus was the visual representations of Lions from Lion Dance Tradition within Genshin Impact, and how these images contrasted to both the narrative storyline and environmental aspects associated with Chinese Culture. Quantitative data were collected through a survey of 65 players to measure their perceptions, interest levels, and engagement with the cultural representations presented in the game. Qualitative analysis was conducted through visual and content analysis of character design, narrative context, and game mechanics to identify how Chinese cultural elements are constructed and communicated. The findings from this mixed methods approach indicate that the visual and narrative representation of Chinese culture in Genshin Impact positively influences player interest and stimulates curiosity about the cultural themes depicted in the game. These results suggest that digital games have the potential to serve as effective media for introducing cultural representation through immersive visual and interactive experiences.

Downloads

Download data is not yet available.

References

Angelia, C., Hutabarat, F. A. M., Nugroho, N., Arwin, A., & Ivone, I. (2021). Perilaku Konsumtif Gamers Genshin Impact terhadap Pembelian Gacha. Journal of Business and Economics Research (JBE), 2(3), 61–65. https://doi.org/10.47065/JBE.V2I3.909

Bateman, C. (2021). Game Writing: Narrative Skills for Videogames. Bloomsbury Publishing USA.

Cai, X., Chen, Y., Mao, Y., & Cai, L. (2023). A Study on Online Game Genshin Impact and the Dissemination of Chinese Culture. Communications in Computer and Information Science, 1813 CCIS, 460–470. https://doi.org/10.1007/978-981-99-2449-3_40

Cesaria, F., Cucinelli, A. M., De Prezzo, G., & Spada, I. (2020). Gamification in Cultural Heritage: A Tangible User Interface Game for Learning About Local Heritage. Digital Cultural Heritage, 411–422. https://doi.org/10.1007/978-3-030-15200-0_28

Damayanti, G. C., Ardhianto, P., Luhur Iv/, P., Dhuwur, B., Semarang, K., Tengah, J., & Christiana, G. (2023). The Influence of Culture in Character Design in Open World Games in terms of Roland Barthes’ Visual Semiotic Theory. TAMA: Journal of Visual Arts, 1(2), 2023. https://doi.org/10.61405/TAMA.V1I2.818

Daniel, R., Stephen, L., Brendan, W., & Jennette, L. (2023). Analyzing Media Messages Using Quantitative Content Analysis in Research, Fifth Edition. Analyzing Media Messages Using Quantitative Content Analysis in Research, Fifth Edition, 1–232. https://doi.org/10.4324/9781003288428

Erikson, E. H. (1966). Youth: Fidelity and Diversity. Conflict Resolution and World Education, 39–57. https://doi.org/10.1007/978-94-017-6269-4_6

Fan, Y. (2024). The International Communication of Chinese Culture in the Context of Games - A Case Study of Genshin Impact. SHS Web of Conferences, 187, 04031. https://doi.org/10.1051/SHSCONF/202418704031

Janakiraman, S., Watson, S. L., Watson, W. R., & Newby, T. (2021). Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. Computers & Education, 160, 104043. https://doi.org/10.1016/J.COMPEDU.2020.104043

Kaczynski, Dan., Salmona, Michelle., & Smith, Tom. (2024). Qualitative data analysis strategies. Edward Elgar Publishing. https://www.elgaronline.com/edcollchap/book/9781803927008/chapter6.xml

Kurniansyah, D., Nugroho, A. S., & Jazimah, I. (2024). Pengetahuan Sejarah Peradaban Dunia pada Game Genshin Impact. Proceedings Series on Social Sciences & Humanities, 18, 91–100. https://doi.org/10.30595/PSSH.V18I.1232

Ratera Gracià, C. (2022). Stereotypes and new perspectives in video games when targeting female players. https://upcommons.upc.edu/handle/2117/394013

Siliute, U., & Westberg, A. (2023). Interactive Level Design and Immersion : A study of Player Experience in Genshin Impact. https://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-504125

Sularjo, A. A., Calisya Howard, M., Ewitrawati, A. E., Edelynn, N., Allen, F., Christie, C., & Pratomo, E. R. (2024). Dampak Penggambaran Region Sumeru dari Genshin Impact yang Kurang Mempresentasikan Budaya Timur Tengah pada Masyarakat. IKONIK : Jurnal Seni Dan Desain, 6(02), 107–113. https://doi.org/10.51804/IJSD.V6I02.16681

Wang, Y. (2024). The Globalization of Chinese Games from Perspective of Cross-Cultural Communication: Taking Genshin as an Example. Transactions on Social Science, Education and Humanities Research, 5, 84–87. https://doi.org/10.62051/G29KDN38

Yan, S. (2024). On the Defects and Value of Game Narrative to Historical and Cultural Inheritance: Take the Wo Long: Fallen Dynasty as an example. International Journal of Education and Humanities, 16(1), 74–76. https://doi.org/10.54097/32KGY484

Downloads

Published

19-02-2026

How to Cite

Wardaya, M. (2026). Cultural representation of Chinese elements in Genshin impact and its influence on player interest. Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa Dan Media, 6(2), 134-144. https://doi.org/10.38010/deskomvis.v6i2.133