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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