<?xml version="1.1" encoding="utf-8"?>
<article xsi:noNamespaceSchemaLocation="http://jats.nlm.nih.gov/publishing/1.1/xsd/JATS-journalpublishing1-mathml3.xsd" dtd-version="1.1" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"><front><journal-meta><journal-id journal-id-type="publisher-id">HASS</journal-id><journal-title-group><journal-title>Humanities Arts and Social Sciences</journal-title></journal-title-group><issn>3066-8301</issn><eissn>3066-831X</eissn><publisher><publisher-name>Art and Technology</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.61369/HASS.2025060032</article-id><article-categories><subj-group subj-group-type="heading"><subject>Article</subject></subj-group></article-categories><title>国产3A游戏《黑神话：悟空》“文化出海”传播效果研究</title><url>https://artdesignp.com/journal/HASS/1/6/10.61369/HASS.2025060032</url><author>杨士朗</author><pub-date pub-type="publication-year"><year>2025</year></pub-date><volume>1</volume><issue>6</issue><history><date date-type="pub"><published-time>2025-08-20</published-time></date></history><abstract>随着全球化平台的兴起，数字游戏成为中国&amp;ldquo;文化走出去&amp;rdquo;战略的重要载体。《黑神话：悟空》凭借自主研发的引擎技术，融合中国传统文化元素，在国内外广泛传播。研究以Steam平台《黑神话：悟空》社区评论为样本，通过高频关键词对比、LDA主题模型分析方法，对游戏中的文化&amp;ldquo;出海&amp;rdquo;传播效果展开分析与讨论。结果发现海外传播以积极反馈为主，故事、文化与玩法成为传播的关注焦点。</abstract><keywords>文化出海,用户生成内容,游戏传播,Steam平台,文本分析</keywords></article-meta></front><body/><back><ref-list><ref id="B1" content-type="article"><label>1</label><element-citation publication-type="journal"><p>&amp;nbsp;[1]赵宇翔,范哲,朱庆华.用户生成内容(UGC)概念解析及研究进展[J].中国图书馆学报,2012,38(05):68-81.DOI:10.13530/j.cnki.jlis.2012.05.008.&amp;nbsp;[2]于凡.电子游戏作为&amp;ldquo;第九艺术&amp;rdquo;，已成全球文化传播重要载体[J].世界知识,2024,(21):59-61.&amp;nbsp;[3]百度百科.2024年中国游戏产业报告[EB/OL]. [2025-07-30].https://baike.baidu.com/item/2024年中国游戏产业报告.&amp;nbsp;[4]甘丽华,任执政,欧阳敏,等.作为跨文化传播新载体的中国游戏：基于玩家的考察[J].跨文化传播研究,2023,(01):122-134.&amp;nbsp;[5]HE M. 数字游戏在跨国文化传播中的价值&amp;mdash;&amp;mdash;以《 王者荣耀》 为例[J]. Journalism and Communications, 2024, 12: 1341.&amp;nbsp;[6]何威.我国游戏出海与中华文化走出去[EB/OL].(2025-03-03)[2025-07-30].https://paper.people.com.cn/rmlt/pc/content/202503/03/content_30060631.html.&amp;nbsp;[7]Brodschneider V, Pirker J. On the Influence of Reviews on Play Activity on Steam-A Statistical Approach[C]//2023 IEEE Conference on Games (CoG). IEEE, 2023: 1-5.&amp;nbsp;[8]Loria E, Antelmi A, Pirker J. Comparing the structures and characteristics of different game social networks-the steam case[C]//2021 IEEE Conference on Games (CoG). IEEE, 2021: 1-8.&amp;nbsp;[9]Straubhaar J D. World television: From global to local[M]. SAGE publications, 2007:25-27.&amp;nbsp;[10]Iwabuchi K. Recentering globalization: Popular culture and Japanese transnationalism[M]. Duke University Press, 2002:23-158.&amp;nbsp;[11]祁志慧,贺子阳.国产游戏IP跨文化传播的叙事逻辑、美学意蕴和技术创新[J].融媒,2025,(07):10-15.&amp;nbsp;[12]涂紫逸.中国的传统建筑在游戏场景设计中的应用&amp;mdash;&amp;mdash;以《黑神话:悟空》UE测试版为例[J].鞋类工艺与设计,2022,2(04):138-140.</p><pub-id pub-id-type="doi"/></element-citation></ref></ref-list></back></article>
