Abstract
In contemporary game fandoms, sharing news, reactions, and gameplay videos serves as a personalized affective record and a semipublic practice of community bonding. The release of Black Myth: Wukong catalyzed such practices at scale: creators on Bilibili and YouTube circulated walkthroughs, edited clips, and commentary that drew large cohorts of “cloud gamers.” Interactions among these communities significantly reshape the game's global image. Through digital ethnography of leading creators and their interaction cultures, this study approaches video adaptations as both discourse and a form of fan-driven “entertainment journalism.” We analyze heterogeneous practices—across narrative, technology, and nationalism—to show how adaptations on platforms reconfigure the game from a singular “central text” into a transmedia heteroglossia. Within this arena, the game's story of resistance fragments into symbolic, non-narrative signifiers: domestically adopted into nationalist narratives, and globally operating as a metonym for “China.” Yet the same symbols are continually repurposed by creators and viewers to generate alternative articulations, transnational solidarities, and inclusive participation, including players and audiences constrained by various barriers. The “Wukong” imaginary crystallizes this ambivalence, being at once a nationalist emblem, an assertion of individual agency, and a marker of collective fan identity. The resulting fan-curated archive thus functions as a living cyberinfrastructure that documents and circulates noninstitutional cultural knowledge. Concurrently, “cloud-gaming” spectatorship produces an illusion of equality while maintaining the stratification between players and viewers. By introducing an East Asian fandom perspective, this article demonstrates how nationalist mediation can paradoxically incubate transnational heteroglossia.
Introduction
From Roland Barthes's seminal declaration of “The Death of the Author” (1977) to the rise of participatory fan culture (Jenkins, 1992, 2006), the identity of a cultural creation has come to be defined as much by its surrounding discourse—commentaries, derivative works, and personal interpretations—as by any original text. Inflected by specific geographical and temporal contexts, these responses construct an ever-evolving image of narratives and characters. Nowhere is this more apparent than in video-game culture, where fervent fan communities and the vast traffic economy of platforms such as Bilibili and YouTube compel creators to post extended gameplay streams and edited highlight reels. In doing so, they not only document their own experiential engagements but also provide interpretative frameworks that attract legions of “cloud gamers” (viewers). These “steamer-gamers” engage dynamically, discussing or debating their own gaming or game-watching experiences across various interactive sectors such as comment sections and on-screen bullet texts (danmu, 弹幕). Such participatory practices coalesce into a brand-new mode of entertaining “game journalism”—one that operates distinctly from both traditional professional gaming journalism and mainstream media by emerging from distributed fan networks (Davidson, 2010; Nieborg & Foxman, 2023). In this fan-driven sphere, such commentary fuses personal documentation with communal response, functioning simultaneously as an affective archive of gameplay experiences and as a dynamic locus for collective identity formation within digital communities.
As video platforms such as YouTube and Bilibili proliferate in the new millennium, content creators assume increasingly pivotal roles within these fan networks. By adapting gameplay into shareable narratives and facilitating real-time interaction, they curate gaming tastes, amplify preferred genres, and reconstruct the notion of “gameplay”—cultivating what we term a “remediated fandom.” This “remediated fandom” emerges from the platformization of cultural production and participatory engagement, where digital affordances enable globally interconnected, transcultural flows of play practices, aesthetics, and discourse. It is precisely this dual capacity—to reflect localized fan identities while facilitating transnational exchange—that renders remediated fandom a critical object of study.
Our study thus exemplifies transcultural video creators and their productions, along with the surrounding fan discourse through the case study of Black Myth: Wukong, a Chinese action role-playing game released globally on August 20, 2024. The game has ignited both local debates (Xiong, 2024; Zhang & Zhou, 2025) and global reverberations (Hu & Zhao, 2025; Lei & Wang, 2025), evidenced by the widespread popularity of the game and its adaptation videos circulating across transcultural platforms and communicative spaces. This resonance makes it an ideal site for analyzing platform-mediated transcultural fandom.
Black Myth: Wukong marked a watershed moment in China's cultural-political economy of gaming, being the first video game to receive large-scale, positive recognition from state media. Historically, the state maintained a conservative, often paternalistic stance towards gaming, pathologizing it as “electronic heroin” in 2000 and “spiritual opium” as recently as 2021, suppressing the industry through successive waves of censorship and regulations. 1 A turning point arrived with the global success of Genshin Impact (2020). Unlike previous concerns about gaming as a social hazard, Genshin Impact was designated as a National Key Project for Cultural Exports (国家文化出口重点项目) by the Ministry of Commerce, highlighting its role in bolstering China's soft power. Black Myth: Wukong further crystallizes this strategic state reevaluation, exemplifying its dual recognition of games as both economic commodities and vehicles for cultural diplomacy. This policy transition aligns with the broader “promote Chinese culture” (传播中国文化) initiative (Jiang, 2020), with Black Myth: Wukong representing a more explicit, generalized governmental endorsement of video games than Genshin Impact's initial precedent. Influenced by this policy transformation, gaming discourse also expands beyond gameplay discussion to encompass sociopolitical narratives, particularly through secondary video creations and commentaries.
While enjoying substantial state endorsement, Black Myth: Wukong frequently sparks fervent discussion. 2 Moving beyond the game text itself, our research focus turns to the various discourses embodied in fan-produced videos: the interactive agency, voices, and creative outputs of fan subgroups coalescing around particular clips or creators. Employing digital ethnography and textual analysis of viewer comments—methods particularly suited to capturing the richness and complexity of online interactions—this study investigates how these derivative expressions are articulated, archived, sustained, and continually regenerated. These interactive records constitute a significant, fan-generated database, which not only contributes to rich informational layers but also reveals perspectives potentially omitted or marginalized by established media outlets. Additionally, the study examines how these layered discourses interact, demonstrating their role in fostering an illusion of seamless gaming participation. Through this scrutiny, the linguistic, economic, and technological inequalities masked by the illusion, yet persistently shaping differential access to gaming cultures, are brought to light. Analyzing these records reveals the meta-mechanisms governing digital community formation in the Chinese context and their engagement with global gaming audiences. Examining Black Myth: Wukong and its associated video creators thus underscores how local and global gamers exercise agency under authoritative oversight, while also elucidating the embedded geopolitical, economic, and digital disparities that stratify and regenerate gaming experiences.
Literature review
The inquiry of our research draws on three strands of scholarship: (1) participatory and transmedia approaches that frame fandom as distributed interpretation and creative labor; (2) game video studies treating playthroughs, Let's Plays, and related formats as paratexts, archives, and infrastructural records of play; and (3) critical accounts of game journalism and networked publics, which examine how platform governance and attention economies shape visibility, discourse, and community boundaries. Synthesizing these lines of research, we conceptualize platformed gameplay videos as fan-made “entertainment journalism” recurring, interactional events in which creators and viewers collaboratively negotiate a game's identity, meaning, and cultural significance.
Participatory culture and public meanings of games
Cultural meaning nowadays is understood to exceed authorial intent and emerge within interpretive communities—a view extended by Barthes's notion of the “death of the author” (1977), which moves beyond the author as the sole arbiter of meaning and instead highlights texts as sites of plural readings and social negotiations. Fan studies further develop this perspective, showing how audiences actively appropriate and transform the content they engage with. Jenkins conceptualizes this through “textual poaching” and, later, “convergence and participatory culture,” wherein audiences mobilize collective knowledge, creativity, and affect to extend, contest, and reframe texts across media platforms (Jenkins, 1992, 2006; Jenkins et al., 2015). Within such networked environments, “the text” becomes continually renegotiated through paratexts, commentary, and derivative works that circulate beyond institutional channels.
For digital games, participatory frameworks are particularly salient because games are experienced through performance, with meanings shaped through embodied play, social discourse, and mediated spectatorship. Games are increasingly studied as cultural processes distributed across players, platforms, and political–economic contexts. This emphasis aligns with the view that understanding a “complete game” requires attention not only to its design but also to the social worlds and infrastructural conditions through which it is played, watched, discussed, and remembered (Nylund, 2015; Taylor et al., 2013). From this perspective, gameplay videos and their associated comment cultures constitute central sites where cultural value and public meanings are produced and negotiated.
Gameplay videos as paratexts and archives
Gameplay videos constitute a central genre within contemporary game culture. Early scholarship framed them primarily as entertainment, emphasizing the role of personality and performative audience engagement (Hale, 2013). This perspective soon expanded to recognize their pedagogical and interpretive functions. Scholars conceptualize Let's Plays as paratexts that instruct audiences in how to “read” games—mechanically, narratively, and culturally (Burwell & Miller, 2016). Building on this, Burwell (2017) argues that these practices facilitate new forms of meaning-making and composition, positioning gameplay recordings as creative artifacts in their own right, not mere reproductions.
Parallel to this paratextual focus, a significant strand of research theorizes gameplay videos as archival resources. Newman (2011) contends that player-produced walkthroughs preserve gameplay as lived experience, a view aligned with preservation-oriented studies that treat such videos as records of a game's experiential dimensions amid digital obsolescence (Nylund, 2015). Complementing the archival approach, scholarship on spectatorship emphasizes that watching gameplay can produce forms of vicarious engagement. Glas (2015) introduces the concept of “vicarious play,” describing how viewers experience ludic immersion and affect without direct interaction, while Menotti (2014) points out that playthrough recording fundamentally restructures play for platforms and social interaction, making it a distinct mode of engagement. Collectively, these studies shift the understanding of gameplay videos from secondary representations to durable, mediating resources that scaffold interpretive communities and shape public understanding. Furthermore, critical platform studies remind us that these practices are not neutral; algorithmic visibility, monetization schemes, and platform affordances actively shape the commentary that circulates and gains prominence (Postigo, 2021).
Game journalism and fan-made “entertainment journalism”
The relationship between professional game journalism and fan-created coverage is a site of ongoing scholarly debate. Research acknowledges that game writing has long been intertwined with player affect and experience, with communities producing vital interpretive discourse outside formal newsrooms (Davidson, 2010). Yet, the journalistic status of such coverage is frequently contested, marginalized by metajournalistic discourses that measure it against norms of professionalism and institutional legitimacy (Perreault & Vos, 2020). This “gatekeeping” is often shaped by industry relationships and occupational ideologies rather than neutral reporting (Nieborg & Sihvonen, 2009).
Scholarship further highlights how capital and platformization have reconfigured this field. Visibility is now increasingly governed by algorithmic circulation and promotional infrastructures linking publishers, journalists, and creators (Nieborg & Foxman, 2023). Within this ecosystem, fan-made content operates not as a mere supplement but as a parallel system of publicity and interpretation—delivering information, framing narratives, and establishing communal standards of value. This makes it productive to analyze fan gameplay videos as a form of platform-native “entertainment journalism.” While not claiming institutional objectivity, such practices perform public-facing communicative labor—summarizing, evaluating, and contextualizing—within an attention economy.
Synthesis with the Chinese context and Black Myth: Wukong
Overall, this body of literature reconceptualizes gameplay videos and their interactive cultures as a platformed public arena, wherein a game's meaning is continuously assembled through socially organized discourse. Studies on participatory culture elucidate how fans collectively extend and contest textual meaning; research on gameplay videos frames them as paratexts and archives that resonate with social discourse and shape communal understanding; and debates on game journalism reveal how visibility and authority are coproduced by intertwined professional and fan-driven systems. This integrated framework provides the crucial foundation for analyzing video adaptations of Black Myth: Wukong.
The Chinese context, however, introduces critical specificities regarding how a game enters public culture under conditions of strong nationalist mediation and distinctive platform governance. Despite the global proliferation of gaming video content, scholarly exploration of Chinese gaming and video-creating culture remains limited (Zhao & Liu, 2023), particularly regarding systematic theorization of these practices within East Asian fandom contexts. Existing literature often frames Chinese cultural production within the dual frameworks of nationalism and soft power. Some scholars highlight the role of soft power in facilitating the overseas reception of cultural products like digital games (Yuan, 2025), while others caution against the intensified nationalist undertones in such outputs and their potential implications (Chan & Lee, 2024; Repnikova, 2022).
In this context, Black Myth: Wukong presents an instructive case. Promoted extensively through mainstream channels, its reception among both Chinese and global audiences is significantly mediated through fan-produced videos and coverage. The game triggers polyphonic discourses that bifurcate within fan communities and proliferate through active transnational viewership. Analyzing these surrounding discourses enables a critical examination of how audiences engage with the game, form narratives, articulate identities, and negotiate meaning within multilayered fan groups—particularly under the influence of potent nationalist currents. Thus, the case offers a focused lens to study the concrete workings of “fan journalism” and participatory meaning-making within a politically and culturally charged mediascape.
Methodology
Rather than treating content creators and their productions as static “texts,” we approach them as ongoing, dialogic processes of cultural negotiations and as extended forms of fan-driven “entertainment journalism.” In this light, these videos vividly capture the affective moments, social rationales, and micropractices that drive fan clustering and identity formation. Because interactions in expansive online gaming communities are both complex and constantly in flux, quantitative methods often fall short of capturing their subtleties and evolving nature. Digital ethnography, by contrast, has emerged as a central methodological framework in game community studies (Boellstorff, 2006; Taylor, 2009; Taylor et al., 2013). It not only facilitates the exploration of general patterns of media production and viewer interactions but also uncovers the symbolic codes, metaphors, and cultural registers that participants deploy in negotiation and play. By immersing the researcher in the lived textures of creator–viewer interactions—and in the relational dynamics that unfold among viewers themselves—digital ethnography affords a nuanced analysis of power, affect, and meaning in contemporary game fan culture.
Regarding categorizations, video platforms organically develop content categories in response to user interactions and built-in functionalities. Yet scholarly classification for game-related video content remains underdeveloped. To bridge this gap, our research adopts the platforms’ native taxonomies as a guiding framework, distinguishing two main types: walkthrough videos (commonly labeled “Let's Play” or “Full Game” on YouTube) and edited videos. We acknowledge that these distinctions are not rigid boundaries but heuristics that help viewers navigate content and that enable us to trace patterns of interaction, creativity, and discourse produced during the creator–viewer exchanges.
Walkthrough videos generally run longer than 30 minutes and aim to document a near-unfiltered record of gameplay, omitting only highly repetitive or nonessential segments such as failed battles or resource grinds. A subgenre is “No Commentary” (无解说) walkthrough videos—clearly marked on both Chinese and global platforms—where gameplay is recorded without voice-over or textual explanation. Although these videos minimize the creator's subjective presence, they provide a relatively “neutral” space that encourages diverse viewer interpretation and commentary.
In contrast, edited videos are often under ten minutes and are constructed around a specific editorial agenda. Creators remix game footage to develop arguments, deliver jokes, offer critiques, or propose thematic interpretations, thereby demonstrating heightened second-order creativity and expressive agency. In terms of authorial visibility and community agencies, edited videos foreground the creator's voice most strongly; commentary-based walkthroughs occupy an intermediate position; and no-commentary walkthroughs—while offering minimal authorial intervention—often spur vigorous audience interaction.
Drawing on these distinctions, we examine video content, viewer comments, and related discussions to trace the heteroglossia (Bakhtin, 1981)—the coexistence of multiple voices and meanings—that shapes Black Myth: Wukong's public reception. Compared with game videos, gaming live streams are less consistently preserved and, within contemporary internet culture, are seldom retraced by communities as stable historical records. Existing scholarships have therefore tended to examine live streaming (e.g., Johnson & Woodcock, 2019; Li et al., 2020; Taylor, 2018). By contrast, game videos, as comparatively durable, long-term records of gameplay interaction and fan practice, have surprisingly received little or very fragmented academic attention. Accordingly, this study centers on archived videos, which are accessible, relatively durable, and simultaneously operate as forms of entertainment journalism.
Data collection initially targets the top 10 most-viewed Black Myth video creators on major Chinese platforms—including Bilibili, Youku, and iQIYI—and the top 10 creators on international platforms, particularly YouTube and Twitch. Platform-specific dynamics significantly influence content characteristics: Bilibili dominates the Chinese gaming sphere with a pronounced focus on Animation, Comic, and Game culture, while YouTube leads globally in terms of audience reach for game-related content. Twitch, primarily known for live streaming, provides fewer influential video archives of this game. Consequently, analysis predominantly considers long-form content on Bilibili and YouTube, excluding platforms with comparatively low viewership. Additionally, video creators who have gained sudden prominence by producing content related to Black Myth: Wukong are also incorporated into our data collection.
Two members of our research team are long-term gamers who have engaged in these communities for over 10 years. They began following the game's community in June 2024, prior to its release, and continued to play the game and participate in community activities from its launch in August 2024 onward. Main data collection took place between March and June 2025 and focused on the comments and interactions associated with selected video creators. We relied on platform archives and danmu reply histories, which allow comments to be traced back to the time when each video was posted. To reduce the risk of cherry-picking, we used the platform's default sorting function (“Top”), which ranks comments by the number of likes.
Analysis
The game's narrative lineage does not derive directly from the Chinese classical novel Journey to the West but is genealogically traceable to Asura (《斗战神》), an earlier MMORPG developed by a studio that preceded the current Game Science team. The foundational worldview of that project was conceived by Jin He Zai (今何在), author of the well-known online novel Legend of Wukong (《悟空传》), itself widely regarded as a fan-fictional reworking of Stephen Chow's film A Chinese Odyssey (《大话西游》). Furthermore, the game incorporates a range of “dark” or subversive reinterpretations of Journey to the West that have proliferated within Chinese cyberspheres, many of which approach the classic through conspiratorial or cynical readings. In this sense, Black Myth: Wukong can be understood as an intrinsically deconstructive project, even an “anti-Journey to the West” textual practice, which stands in explicit tension with the affirmative, heritage-oriented interpretations that dominate in official cultural discourse. This critical stance is echoed in literary analysis; as Yang (2024, p. 16) argues, the ending of the game “neither manifests a nihilistic rebellion nor constitutes a simplified form of spiritual inheritance; rather, with extraordinary resolve that borders on self-devouring intensity, it presents itself as a negation of the ‘system’ itself—even one that might previously have seemed unimaginable to surpass.”
Compared to other forms of videos, edited videos consistently achieve the highest view counts across all platforms. On YouTube, these videos are typically tagged as “Shorts.” Among the top twenty most-viewed Black Myth: Wukong-related videos on YouTube, 18 are edited videos, while only two are walkthroughs, one without commentary and one with. On Bilibili, the top 20 videos include 17 edited clips and three walkthroughs. Similarly, one is presented without commentary, while the other two feature narrated walkthroughs. 3
In general, most video creators and commenters lauded the game's high production quality—particularly its graphics and fluent action design. Chinese netizens highlighted the game's narrative, noting its connection to other Wukong-related cultural works, such as the classic novel Journey to the West and its 1986 television adaptation. Broad acclaim for the game's quality has helped nurture a sense of national pride in Chinese game production. In the comment sections, many viewers expressed this pride, collectively linking it to both nationalist sentiment and shared gaming memories. One widely circulated comment captures this sentiment: I once rode as a cowboy, galloping across the American West during the frontier era. I once became a war god, rampaging through Greek and Norse mythology… I also ventured to the distant Borderlands, where I transformed from a faded one never blessed by the Golden Tree into the King of Elden… But for years, I have been wandering aimlessly. This time, however, I finally have the opportunity to return to my homeland and become our own Monkey King—Black Myth: Wukong.
Edited videos
Menotti characterizes gameplay videos as “nonnarrative machinima” (2014, p. 84), a term referring to video content captured from game engines that primarily showcases gameplay mechanics or action rather than following a distinct storyline. This perspective, however, may underestimate the rich in-game narrative and the derivative adaptations present around Black Myth: Wukong. With content creators’ strong agency, the game's narrative is often selectively adopted—or even reduced—to focus on specific characters or moments. Edited video creators distill gameplay experiences into short clips designed to evoke specific emotions, memories, or attachments to a particular character. In the Chinese practice, even the game clearly points out the “Destined One” (the avatar) is not Wukong, strong video creators’ agency made the viewers call the avatar Wukong and combine the character with memories about Wukong. The most-viewed Black Myth: Wukong fan-made video on Bilibili is a final boss battle playthrough uploaded by the user “老6使命召唤.” 4 While the majority of the video consists of standard gameplay footage, one notable feature is the way the uploader isolates and highlights a specific easter egg moment during the encounter with the “The Great Sage's Broken Shell (大圣残躯).” This moment is accompanied by commentary delivered in an admiring tone, intended to emphasize the charisma and enduring legacy of Wukong. Most significantly, prior to the battle, the uploader overlays the iconic background music “云宫迅音 (Yun Gong Xun Yin)” from the 1986 TV adaptation of Journey to the West, a gesture that elicited enthusiastic responses from viewers. The emotional resonance of this moment is further underscored by the unusually long and expressive title of the video, which functions almost as a voiceover monologue capturing the uploader's affective experience: “When I started climbing the mountain, it felt amazing. When I saw Wukong's memories, I felt like he was truly alive. And when the golden headband was placed on him at the end, I felt nervous too—what would happen, good or bad?” Many similar videos can be grouped into a distinct category characterized by their focus on combat sequences, showcasing fluid game skills, and visually striking maneuvers. Through such aestheticized performances, these videos serve to construct and fulfill a particular fan imaginary of “Sun Wukong, The Great Sage.”
Comments and danmu, frequently feature phrases such as “the Wukong I imagined,” “the Wukong in my heart,” and “this is the true Great Sage.” At this level, players’ identification and imagination of Sun Wukong are, in fact, detached from the narrative proper and instead grounded in imaginary memory. A prime example appears in Chapter 6 of the game, which contains virtually no narrative progression; the main quest involves retrieving various pieces of equipment once belonging to Sun Wukong, now scattered across the world and becoming monsters. Once players have collected and equipped all pieces, their character visually transforms into the iconic Sun Wukong from CCTV's 1986 adaptation of Journey to the West—an imaginary imbued with both the collective television-consuming memory and the tenor of mainstream ideology.
Similar to their Chinese counterparts, YouTube commenters also focus heavily on the figure of Sun Wukong. The most popular video, “No Again,” features a dramatic scene from the same final battle against “The Great Sage's Broken Shell.”
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Without the knowledge of Chinese cultural context, viewer comments suggest that audiences intuitively recognize the Broken Shell as Sun Wukong. The video depicts a moment when the player attempts to attack the Broken Shell, but the boss suddenly grabs the player's weapon, swings them into the air, and slams them to the ground. In addition to praising the action design, English-speaking commenters often respond with humorous, imagined lines of dialogue attributed to Wukong, adding a layer of personality and narrative depth to the boss encounter. These comments commonly include: “I taught you everything you know, boy. But not everything I know.” —Wukong. “I am the chosen one” Wukong: “chosen by who?” “Come at me again when you're serious”—Wukong.
Black Myth: Wukong initially constructs Wukong as a rebellious, divine warrior of the lower-class people; yet these characteristics are notably absent or obscured in derivative discourses. The imaginary is, instead, recalled and reconstructed by transcultural players and viewers. Chinese netizens, in particular, co-opt and translate the aforementioned rebellious and subversive energy into cultural nostalgia and pride that further reaffirm the ideological apparatus of nationalism. Compared to their Chinese counterparts, the videos on YouTube reduce Sun Wukong to a symbolic signifier of Chinese culture, as the broader game narrative and its embedded Chinese mythological references often remain vague or unrecognized in non-Chinese responses.
The identifiable walkthrough videos
Creators of walkthrough videos significantly contribute to the broader ecosystem. Menotti (2014) argues that it is “not the player's skills, but his/her reactions, which become a source of amusement” (p. 89). Glas (2015) further suggests that these creators, through their emotionally resonant or entertaining reactions, establish a sense of complicity with viewers. Furthermore, their uploaded contents often stimulate “second creation” series that reinterpret game narratives across genres. Over time, they cultivate their own communities of followers. These walkthrough series, typically structured as multi-episode playthroughs, often span the entire game experience.
Bilibili has become the largest base of Chinese walkthrough video creators in terms of audience size. The highest-viewed videos are dominated by professional walkthrough creators who have been producing content consistently over time and have built strong fan communities. 鲤鱼Ace, for instance, leads with a 12-episode walkthrough series that has gained over 54 million views—the most-viewed walkthrough for Black Myth globally. Following him, 纯黑's 14-episode “No Harm Walkthrough” has amassed over 48 million views. Other leading creators include: 紫雨carol—32 episodes, over 29 million views; 虾堡的游戏人格—7 episodes, over 19 million views; 游戏小王ba—13 episodes, over 19 million views; 怕上火暴王老菊—13 episodes, over 12 million views. 6
Compared to the absence of in-depth narrative discussion in the comments on edited videos, walkthrough video comment sections contain more sustained engagement with Black Myth: Wukong's storyline. These moments of resistance and the pursuit of freedom—central to the legendary “spirit of Wukong”—are most prominently discussed in the final episodes of the walkthroughs, especially as the game begins to unveil the conspiracies behind the Celestial Court.
However, discussions of the narrative and the “resistance” associated with Black Myth occupy only a relatively small share of all comments and danmu. As Menotti (2014, p. 89) argues, followers of these creators are drawn to both gameplay “skills” and expressive “reactions,” which cultivates loyalty to the creators themselves rather than to any single game. Accordingly, viewer interactions resemble YouTuber “microcelebrity” dynamics (Jerslev, 2016) more than engagement with a specific game text. This orientation also encourages cross-game discussion, transforming the series into a dynamic venue for trans-game creativity and dialogue.
A clear trend of nationalism emerged among video creators and viewers, centered around the assertion that “Chinese people CAN produce games of such exceptional quality.” Viewers often express nationalist pride through language use and further link it to personal gaming experiences and emotions. Given the established scholarly understanding of language as intimately tied to national identity (Hobsbawm, 1996) and as a central component of nationalist policies (Ricento, 2005), its role in this fan discourse is significant. Language itself becomes a salient and creatively contested topic. Rather than just a practical tool for in-game narrative, the usage of simplified Chinese is increasingly interpreted through nationalist perspectives as a symbol of collective pride and cultural identity, as seen in comments like: Who understands the phrase “The default language of this game is Simplified Chinese.” It is the first time that I do not need to change the language setting in a game. This time, I don't need to check for a Chinese translation. 1960s: The animated film “The Havoc in Heaven” is a masterpiece renowned…In the 1980s, the TV series “Journey to the West” was the first attempt by Chinese people…2000s: Stephen Chow's “A Chinese Odyssey,” the pioneer of China's local Internet culture. 2010s: The animated film “The Monkey King: Hero Is Back” marks the return of Chinese animation to its peak…2020s: Black Myth. Wukong” …On the cultural front, our “Fighting Buddha
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” has never been absent even once.
Moreover, we observed a trend of “self-created dialogue” emerging prominently through danmu (barrage comments) during interactions between viewers and video creators. Similar to the user-generated dialogues seen in the comments of edited videos, danmu often includes character names followed by imagined lines of dialogue-creating meta-scenes that blend the viewer's imagination with the game footage and the creator's commentary. For instance, an early scene depicts Ju Ling Shen (巨灵神)—a relatively minor and powerless figure—being felled by a shockwave from Wukong and Erlang's battle, subsequently becoming the focal point of humorous, viewer-driven reinterpretation. In the danmu on 鲤鱼Ace's video, viewers posted lines such as “Ju Ling Shen: I’m out.” and “Ju Ling Shen: ?” In 纯黑's walkthrough, the creator remarked: “Erlang and Wukong have already finished the second round, and Ju Ling Shen still hasn't gotten up.” This prompted even more danmu to appear, including “Ju Ling Shen: Don’t call me.” And “Ju Ling Shen: I’m off work now.” These examples illustrate how viewer interaction—through danmu—produces co-created moments of humor and narrative that transcend the original content. These are “fan creations” (Jenkins, 2006; Jenkins et al., 2015) and Giuffre (2021) called some comments “masterpieces.” Viewers employ these self-created lines not only in response to in-game dialogue but also to engage with creator commentary, forming an ongoing, dynamic dialogue between all participants in the viewing space that extends beyond the game and walkthrough videos themselves.
A parallel narrative also emerged in relation to labor and exploitation. The term “ma lou” (吗喽)—a Cantonese word for “monkey”—became a widely used internet expression among Chinese netizens around the time of the game's release in 2024. In online discourse, employees began to refer themselves self-deprecatingly as ma lou, likening their labor conditions to monkeys working endlessly under authority. Given that Wukong (and Destined One), within the novel and game, often serves the Celestial Court as an enforcer or fighter, viewers began referring to the game's protagonist as ma lou, underscoring the character's functional, untrusted position under celestial power. This metaphor between the exploited worker and the mythical monkey gained significant traction—especially under the videos of the popular content creator 怕上火暴王老菊, hereafter referred to as Wang. Wang is widely recognized by fans through his ironic title “Chairman of the Board,” and his audience often refers to themselves as “employees.” These in-group codes emerged from Wang's earlier walkthroughs of business simulation games, where he regularly discussed power dynamics and labor relations. As a result, his viewers are already deeply attuned to discourses of labor, exploitation, and authority—discourses they bring with them into their viewing of Black Myth: Wukong. In his analysis of the game's ending, Wang comments that the Yaoguai (monsters) undertake all the “dirty work” for the Celestial Court, while Wukong is forced to clean up the evidence under the guise of serving justice. This interpretation aligns with the game's own nuanced implication that the Celestial Court is a fundamentally corrupt institution. Through such interactions, an evident contrast is drawn between the heroic figure of Wukong and the degraded identity of the laboring ma lou. Also, the discourse of resistance is often expressed through parody and satire, softening its critical edge while preserving its symbolic potency. Discourses around Wukong and the ma lou thus mirror a broader labor critique in contemporary popular culture (Chen, 2023), paralleling the logic of Chinese youth's “lying flat” movement—a performative refusal or strategic disengagement from labor in response to growing economic pressures (Zhang & Li, 2023).
The phenomenon surrounding the creator 紫雨carol highlights the visibility of nonmale players’ voices within the masculinist culture that has developed around Black Myth: Wukong. Specifically, the game was developed within a male-dominated setting, with its creators sparking early backlash due to the patriarchal sentiments evident in their recruitment notices and community messaging (Butler, 2024; Valentine & Chan, 2023). Within this context, 紫雨carol's technical mastery—celebrated through the moniker “Valkyrie”—enables her and her followers to construct a counternarrative to the game's documented patriarchal associations by asserting women's skilled participation. More broadly, 紫雨carol and her fanbase foreground the visibility, participation, and interpretive agency of women gamers within the Black Myth: Wukong fandom. But ironically, admiration within this discourse is frequently tinged with a paternalistic undertone. Statements like, “It's amazing that girls can play like this!”—while perhaps intended as praise—ultimately perpetuate the very gendered assumptions (Liu & Lai, 2022). This tension aligns with research suggesting that progressive gender agendas often remain limited in commercial gaming cultures, even when women players are active participants (Chess, 2017; Fox & Tang, 2017). Taken together, these dynamics illustrate how fandom can simultaneously contest and reproduce social hierarchies, including within spaces that present themselves as inclusive.
Beyond the well-known video creators who have gained significant popularity on various platforms, we also observed how the game's difficulty level brought disabled content creators and streamers into the public discourse. Their presence and achievements not only broaden the representational landscape of the gaming community but also resonate deeply with the narrative spirit “resisting destiny” of Black Myth: Wukong. For example, 阿喵的小生活, a female gamer who is unable to move her arms normally, gained widespread attention with her video “The First in the Nation! Beating Yang Jian by Holding Chopsticks in Her Mouth,” which received over 1.7 million views. 8 In the video, she uses a chopstick held in her mouth to operate both the keyboard and mouse, ultimately defeating the game's most powerful boss, Erlang Shen. Viewers praised her remarkable technique and perseverance. One danmu comment—“Indeed, “Spirit” is what matters most 9 ”—received over 800 likes, directly linking her personal story to the game's theme of resisting fate. Another creator, 阿铭铭丶, who has cerebral palsy, plays the game with the aid of an assistive device. His video “Setting Out on the Journey Is More Important Than Reaching the Mountain of Souls” garnered over 1.7 million views. 10 In one memorable moment, he states: “I use a wheelchair in real life—should I still sit in one in the game? 11 ” This line became widely quoted in danmu, forging a powerful emotional connection with viewers. Similarly, -鸦-karas, a one-handed gamer, uploaded a full 29-episode series in which he plays through the entire game using a controller designed for two hands. 12 Blind streamer 诺子喵呜 edited her gameplay stream experience into a seven-episode series that has received over 7.2 million views. 13 Without eyesight, she relied solely on in-game audio and recurring danmu support during her streams. Despite the fact that Black Myth: Wukong lacks built-in accessibility features for visual impairments, she successfully navigated the game world. In the danmu of her videos, many viewers metaphorically connected her experience to Wukong's ability, Huoyan Jinjing (火眼金睛, “Fiery Eyes with Golden Vision”). The most popular one reads, “Wukong wants to gift you his special eyes.”
These disabled creators made their voices heard through their Black Myth gameplay, gaining recognition within the gaming community and wider Chinese society. Their experiences—deeply intertwined with the game's themes of resistance, identity, and struggle—moved and inspired audiences. As Anderson and Johnson (2022) observe, gamer and disability identities mutually shape and transform one another in practice, thereby expanding the meanings that games can take on. Viewers resonated with these creators’ gameplay experiences and with the game's narrative, linking the creators’ personal journeys to the game's ethos and to the symbolic figure of Wukong. In doing so, they show how gaming videos can function as a powerful medium for visibility, resilience, and collective empathy (Huang & Wang, 2023).
Discourse on overseas video platforms exhibits a pronounced nationalist inflection, yet it differs markedly from local platforms, where interactions more often foreground transcultural interactions. On YouTube, a major global video platform, discussions tend to center on contextualization and knowledge sharing across cultural backgrounds. Many viewers, in particular, take it upon themselves to introduce or clarify the narrative background of Journey to the West, especially for international audiences who may be unfamiliar with its Chinese literary and cultural origins. One notable example comes from the comment section of the walkthrough series by theRadBrad, whose 19-part playthrough has accumulated over 12 million views, making it one of the most-watched Black Myth: Wukong series on YouTube. High-engagement comments include explanations like: Here's some related Journey to the West lore for those who are interested. Long before Sun Wukong and his master Xuanzang set foot to the Blackwind mountain, there are three beasts…They lived in peace with the monks of Blackwind Mountain until Xuanzang came… Dragon ball z is literally made because of sun wukong. As a Chinese player I noticed most of foreign players they made a mistake from goku (Japanese animation) and Sun Wukong (original Chinese version), so I want to remind you that black myth Wukong uses the original role setting from Journey to the West (Chinese novel of myth) … Wukong, originating from the Chinese novel Journey to the West written during the Ming Dynasty…The inspiration for Black Myth: Wukong comes from this novel. Additionally, the character Wukong in Akira Toriyama's Dragon Ball is also based on Journey to the West. RadBrad, I have been watching your channel for several year…It's so freaking awesome and surreal to see you playing a Chinese game one day, proud of the studio, and our childhood hero Wukong…Would never foresee this 8 years ago. This game is really meaningful to many of us here in Vietnam, many of various generations of us must have grown up watching the original TV series of Journey to the West…so you can guess how it is even more meaningful to Chinese people. I have been waiting for this game for so long. Growing up in Nigeria, well till now… I have never had the opportunity to play games. We didn't have that kind of money, all i could access was an internet cafe…imagining myself playing those games. You helped me for a solid 6 years of my life indirectly man. I love your videos, commentary, everything. It reminds me of a lot, and makes me feel good and experienced, even though I never played. I grew up with Journey to the West TVB drama back in 1996…I am a Chinese who doesn't know how to play games. I came here specifically to watch you play this game. It's so wonderful. Hey Brad I’m a Chinese international student in US started watching your gameplay videos since High school…unfortunately I don’t have my PlayStation with me currently, but thank you for playing and sharing this video, what you are doing is not just play a video game but also promoting Chinese mythology culture…
The second most-viewed Black Myth: Wukong walkthrough series on YouTube was produced by HEARTROCKER, a Thai content creator whose five-episode series has amassed over 10.1 million views. As a creator who primarily uses Thai, HEARTROCKER's videos primarily attracted Thai-speaking audiences. His content features the original Chinese audio with English subtitles, while he simultaneously translates the dialogue and gameplay commentary into Thai for his viewers in real time. This trilingual presentation—Chinese, English, and Thai—embodies a dynamic cultural mediation that significantly contributed to the game's visibility and popularity in Thailand. HEARTROCKER's efforts effectively translated the experience into the Thai-speaking world, creating a cultural bridge that transcended linguistic barriers. Similar to RadBrad, HEARTROCKER shows limited familiarity with the original Journey to the West narrative, but approaches the game with evident curiosity and enthusiasm, drawing his viewers into the world of Chinese mythology. The comments under HEARTROCKER's first episode reflect both appreciation and collaborative meaning-making. A highly liked comment (with 3.9k likes) offers a long narrative summary of the game's backstory, introducing the mythological context from Journey to the West. When translated from Thai to English, the full comment exceeds 700 words. An excerpt reads: The game is after inviting Tripitaka. The plot is set for Wukong to receive a position in heaven but he doesn't go and sends the heavenly army led by Erlang Shen (Three Eyes) to defeat him… The latter part of the cartoon only conveyed that humans and demons cannot go together because their roots are different. …I just want to tell you. I want to tell you that thank you for always existing on this channel…It gives me a small corner of happiness that is not too small. Thank you very much… 5 years ago, I was heartbroken and sat watching P'Ek (HEARTROCKER's name). This month, I came back heartbroken and sat watching P'Ek…Thank you every time that makes us move forward with a smile on our faces. You may have listened to me a lot, but you are always my healer. Brother P'Ek's video is now famous in China. Chinese people flocked to comment because of this clip…Chinese people are very proud of their own national work. (original in Thai) It's one of my favorite live games of the year…As a fan of ancient Chinese novels/series, I'm especially into it…Thank you for streaming fun games for us to watch. (original in Thai) Although I don’t understand Thai, I really enjoy the host's dubbing—it makes me so happy. The commentary is excellent, and the humor really comes through. I’m learning Thai now and can’t fully understand, but I can feel the host's sincerity.
No commentary (无解说) videos
More than just a viewing experience, the “No Commentary” space for Black Myth: Wukong on YouTube becomes a site of quiet connection and multilingual exchange. It cultivates an emotionally inclusive atmosphere where viewers collectively reflect, joke, and comfort one another. While national pride exists, it does not define the community. Rather, the game serves as a common narrative canvas that welcomes diverse interpretations and cross-cultural solidarity.
The most-viewed “No Commentary” walkthrough of Black Myth: Wukong on YouTube was created by MKIceAndFire. Spanning 18 h and reaching over 7.3 million views. In Chinese cyberspace, the most viewed “No Commentary” gameplay video of Black Myth: Wukong was contributed by 11's Game World, 14 a creator known for uploading No Commentary videos of various games. This video ranked fifth among the most viewed Black Myth videos on Bilibili, amassing over 20.7 million views.
A unique collective voice from the “No Commentary” videos comes from users unable to afford the game and find communal participation through watching: People with no ps5, good pc or just can't afford to buy the game yet, we come together here. Watching this cuz I can't afford the game and I don’t have a ps5 I have a pc but its low-end pc but thank you for the gameplay. Thank you for letting a broke person like me finish Black Myth vicariously. I can't afford the game, let alone a computer powerful enough to run it. Here's a small token of my gratitude.
References to digital inequality appear far more frequently in the comment sections of “No Commentary” videos than in the other two video types. This pattern suggests that for many, these videos serve as a crucial, vicarious pathway to engage with the game. The reviewers’ responses specifically highlight barriers stemming from language proficiency, socioeconomic status, and access to technology or economic resources—factors that relegate a significant portion of the global audience to spectatorship while only a limited few can fully play. To some extent, while many viewers express gratitude to video creators, the practices of participatory recording and fan-driven journalism may, in turn, obscure this divide, reinforcing an illusion of digital democratization.
Conclusion
This article examines gameplay video production and circulation as a platformed, participatory form of meaning-making that operates adjacent to—and sometimes in tension with—professional game journalism and mainstream media discourse. Newman (2013, p. 62) suggests that gaming videos offer “the performances, observations and techniques of others.” In the case of Black Myth: Wukong, as Chen (2024) argues, the game's extraordinary breakout success lies not primarily in the game text itself but in its strategic deployment of “remediation,” which forges multilayered linkages between gameplay, spectatorship, and offline cultural practices, enabling the game to circulate across players, viewers, and broader social spaces and thereby rapidly transcend its original audience boundaries. However, the ecosystem of video adaptations has evolved beyond this descriptive function and become a heteroglossia—generating polyphonic and multidimentional dialogs where fan creations often diverge significantly from, and at times even contest, the source material.
This article argues that, alongside the game's official framing and state-affiliated narratives, creator-led reinterpretations operating beyond these authoritative voices produced a diverse set of impressions of Black Myth: Wukong that contributed substantially to its broader achievements. Compared with the game's story as a bounded text, these interactions and creative practices draw on a wider range of connections to lived realities and fans’ cultural memories. Across the game's adaptation and commentary videos, multiple elements converge: nationalism that forges affective bonds between creators and audiences; transcultural reinterpretations; discourses of labor and exploitation; feminist critique; the participation and visibility of disabled gamers; and intertextual linkages with other games and cultural works. These encounters and frictions coexist and intersect, dynamically generating new layers of creativity and cultural resonance among gamers, whether on traditional or cloud-based systems.
Taken together, creator videos, comments, and danmu constitute active participatory practices (Jenkins, 2018; Zhang & Mao, 2013), including iterative “recreations of recreations.” Such interactions are not merely audience responses; rather, as Louttit (2013) suggests, they should be understood as forms of “subjective and affective” creativity that manifest community agency. Through fan practices, seemingly unrelated elements and marginalized interests—are woven into dense webs of meaning. These meanings emerge through the interventions of individual creators who articulate particular agendas and, in doing so, connect Black Myth: Wukong to both global and China-specific “nows.”
Against the relatively directional discourse structured by the game's narrative and official news coverage, these fan-made discourses extend and replenish game journalism, operating as a form of participatory, fan-produced journalism grounded in players’ interpretive independence (Stanton & Johnson, 2024). These diversified voices not only function as an archive of the game itself (Newman, 2011) but also use Black Myth: Wukong as a lens through which to document how game communities intersect with broader global society. Fans actively write their own cultural histories, selecting and circulating meaningful interpretations. These records illuminate a web of noninstitutional support, mutual encouragement, and inventive expression that transcends geopolitical and linguistic boundaries. In this sense, the accumulated voices operate like a collective diary authored by transnational fans. They function simultaneously as fan “entertainment” journalism and as a record of contemporary China and its global entanglements—particularly by registering and preserving marginalized perspectives (De Kosnik, 2021).
Correspondingly, the game's original narrative becomes increasingly fragmented, which in turn dilutes its initial resistant ethos against dominant destinies imposed by rulers. Across “No Commentary” videos, walkthroughs, and edited clips, content creators’ agency repeatedly foregrounds alternative narrative emphases, with the cumulative effect of attenuating the game's intrinsic thematic core. The narrative remains present, but it is taken up only in a relatively limited subset of discussions, where engagement tends to coalesce around in-game symbols and paratextual references rather than sustained interpretation of the story itself. As noted above, the player community's deliberate disregard for the game's official narrative framing—for example, the widespread practice of calling the protagonist “Wukong” rather than the “Destined One” (the monkey's name in the game)—illustrates a rejection of game-imposed definitions in favor of Journey to the West–based memory anchored in players’ own cultural experience. Within Chinese digital spaces, the fragmented symbolism of Black Myth: Wukong, propelled by official media channels, fuels nationalist pride and imagination. On the global stage, this symbolism evolves into a metonymic stand-in for China itself. Enhanced by technological prowess and sophisticated game design, the nationalist imagination paradoxically converts the game's original resistance narrative into a “resistance against resistance,” transforming its narrative into symbolic, non-narrative signifiers mobilized uniformly within nationalist discourses. A parallel phenomenon is observable in the reception and symbolic deployment of the subsequent Chinese blockbuster film Nezha 2 (2025).
Yet beneath mainstream media's overt nationalist promotion, fan culture across diverse narrative spaces provides alternative, noninstitutionalized articulations. Mainstream national discourse fragments the game narrative into nationalist symbols, yet these same symbols are repurposed by diverse creators and player communities, fostering transnational solidarity and multidimensional cultural expressions (Jenkins, 1992, 2006). Under the broad banner of nationalism, players from diverse linguistic and geographic backgrounds collaborate, share knowledge, and co-create content. This reveals a paradox: under mainstream nationalist authority, internationalism and inclusivity have paradoxically been further stimulated and developed. Though appropriated by nationalism as “Wukong—the hero of China,” this figure simultaneously embodies the “I” spirit of individual identity and symbolizes the collective consciousness—the “we”—among groups in the gaming community. Praise for Wukong within fan groups becomes a celebration of both personal and collective identities, highlighting tribal affiliations within subgroups while simultaneously uniting these tribes in shared recognition and appreciation. Of course, this may itself be understood as a potentially effective marketing strategy (Wang, 2024). Since the release of Black Myth: Wukong, Chinese academic research has increasingly framed the game through the lens of cultural communication, seeking to account for its exceptional visibility, with multimedia-based video editing and remix practices serving as particularly prominent analytical cases (He & Liu, 2025; Wang, 2025).
However, this phenomenon of sharing gameplay videos and experiencing virtual companionship through games does not fundamentally resolve the disparities in gaming experiences, cognition, and aesthetics caused by geopolitical factors, language barriers, economic capabilities, technological access, and infrastructural differences. The class division between active gameplay and passive spectatorship remains insurmountable through textual or community-driven documentation. In this sense, widespread sharing of gameplay experiences mainly generates an illusory sense of equality. Ultimately, the case of Black Myth: Wukong compellingly illustrates that, even within intense nationalist and mainstream ideological contexts, video creators and audiences assert their agency by rejecting imposed official narratives and generating collective narratives deeply intertwined with broader societal dynamics. Nationalism dominates mainstream discourses, yet paradoxically, it fosters transnational diversification and pluralistic expressions of players, underscoring fan communities’ diversity and agency. Dynamics within this heteroglossia reveal an intricate relationship between digital cultural expression and real-world inequalities.
Finally, the community's dynamics span multiple scales and perspectives, engaging forms of collective agency that emerge across both community and society. Accordingly, this study attends to each of these dimensions in order to sketch a provisional landscape of the community's dynamics. Given constraints of scope and length, it cannot offer a very in-depth analysis of every strand of discourse or fully elaborate on the connections among them. The complexity of this heteroglossia warrants further scholarly investigation across diverse sociopolitical contexts to develop a more detailed and comparative account.
Footnotes
Ethical statements
This study received ethical approval from the Hong Kong Baptist University Research Ethics Committee (approval reference no. SCA-AF-2023-24_001) on June 14, 2024. Because the study process subsequently included content produced by disabled video creators, continued approval was obtained from the same committee (approval reference no. SCA-AF-2025-26_001) on October 31, 2025. This continued approval confirmed that the study could use the data already collected. All relevant materials were also revisited to ensure that they remained publicly available online. This study's analysis is based solely on publicly available video content and does not involve direct interaction with creators.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
