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Chinas Gaming-Industrie: Der Staat zockt mit

Aug 13, 2026 · 44m

Summary

Süddeutsche Zeitung correspondents Gregor Scheu and Lea Sahai explore China’s massive mobile gaming industry, where 680 million people play titles like Honor of Kings. They discuss strict state controls on minors, the shift from banning consoles to embracing esports for soft power, and hits like Black Myth: Wukong. The episode highlights how gaming serves as both a cultural export and a tool for social control in China.

Topics discussed

Introduction: China's gaming curfew and market size Observations of mobile gaming in public transport Smartphone dominance and the Honor of Kings phenomenon State control, social environment, and commuting habits WeChat super-app and e-sports stadium events Historical context: Console bans and foreign entry Regulatory shifts and the smartphone as the console Gaming as social medium and state skepticism Parental capacity and rural vs urban gaming habits Debate on addiction, camps, and socialization Shift in state policy: E-sports and soft power Major players: Tencent and the Honor of Kings economy In-game purchases and cosmetic spending habits Internet cafes and gaming hotels as social hubs Circumventing age verification and identity checks Black Myth: Wukong and the value of Chinese mythology Rise of domestic studios and global success stories E-sports training, economic cycles, and soft power Quality of Chinese games vs Western propaganda concerns Streaming platforms and global accessibility of Chinese games Conclusion: Gaming as cultural self-expression
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