Proceedings of the 2025 11th International Conference on Humanities and Social Science Research(ICHSSR 2025)

Black Myth: Wukong is based on the Digital Re-creation of Traditional Culture

Authors
Huixian Wu1, *
1Belarusian State University, Minsk, Belarus
*Corresponding author. Email: 1321523721@qq.com
Corresponding Author
Huixian Wu
Available Online 10 July 2025.
DOI
10.2991/978-2-38476-440-2_95How to use a DOI?
Keywords
traditional culture; cultural heritage; adaptation and innovation; Black Myth: Wukong; videogame
Abstract

With the continuous development of social science and technology, the role of video games in cultural communication has become more and more prominent. As an emerging communication medium with both player interaction and scene immersion, video games have gradually become an important way of cultural communication in the context of globalisation. The launch of Black Myth: Wukong is an innovative reimagining of a Chinese classic, and as the first independent 3A game to break the technological monopoly, it innovatively adapts the game with Chinese characteristic elements, enriching the cultural expression. This paper analyses the game's traditional elements, technology, scenes and interactions to discover new cultural connotations arising from the changes of the times; analyses how to promote communication by presenting traditional culture through the media; focuses on the balanced relationship between technological innovation and cultural inheritance, and explores the path to a vibrant and healthy development of the cultural industry, and at the same time emphasizes the importance of bearing in mind the cultural kernel when communicating in the future, so as to provide new inspirations and archetypes for global cultural exchanges. At the same time, it emphasises the importance of bearing in mind the cultural core in future communication, so as to provide new inspirations and prototypes for global cultural exchange.

Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2025 11th International Conference on Humanities and Social Science Research(ICHSSR 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
10 July 2025
ISBN
978-2-38476-440-2
ISSN
2352-5398
DOI
10.2991/978-2-38476-440-2_95How to use a DOI?
Copyright
© 2025 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Huixian Wu
PY  - 2025
DA  - 2025/07/10
TI  - Black Myth: Wukong is based on the Digital Re-creation of Traditional Culture
BT  - Proceedings of the 2025 11th International Conference on Humanities and Social Science Research(ICHSSR 2025)
PB  - Atlantis Press
SP  - 851
EP  - 856
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-440-2_95
DO  - 10.2991/978-2-38476-440-2_95
ID  - Wu2025
ER  -