This chapter examines the reception of the video game Black Myth: Wukong in Europe, with a particular focus on the Italian case, conceptualised as a form of distributed cultural mediation. Drawing on a qualitative analysis of discourses across reviews, websites, and social media content, the discussion highlights the tension between the game's accessibility through play and the opacity of its symbolic dimensions. The findings suggest that cultural distance, rather than constituting an obstacle to communication, can be reconfigured as a productive resource for collective interpretation
Mediazione digitale e immaginario culturale. La ricezione europea di Black Myth: Wukong e un focus sul caso italiano
Nicola Costalunga
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2026-01-01
Abstract
This chapter examines the reception of the video game Black Myth: Wukong in Europe, with a particular focus on the Italian case, conceptualised as a form of distributed cultural mediation. Drawing on a qualitative analysis of discourses across reviews, websites, and social media content, the discussion highlights the tension between the game's accessibility through play and the opacity of its symbolic dimensions. The findings suggest that cultural distance, rather than constituting an obstacle to communication, can be reconfigured as a productive resource for collective interpretationFile in questo prodotto:
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