{"title":"Tradition, Desire, Techno-Orientalism and Popularity: Oriental Elements\n in the 21st-century Cyberpunk Video Games","authors":"Chengkai Xu, Weiting Li, Laila Zhong, Xuewei Li, Qingyuan Lyu, Yuran Guo, Fang Liu","doi":"10.54941/ahfe1002894","DOIUrl":null,"url":null,"abstract":"Cyberpunk is one genre with distinctive features, which depicts an\n apocalyptic world seeing technology as associated with capitalist oligarchy\n with highly solidified social identity and social class (Akşit and Nazlı,\n 2021). Nowadays, research about cyberpunk video games mainly focuses on the\n visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted\n content analysis first to identify the oriental visual elements in 6 video\n games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar\n Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11\n Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A),\n Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the\n Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and\n ideological reasons of using these elements on behalf of semiotic theory.\n This study reveals that using such elements in the 21st-century cyberpunk\n video games reinforces the stereotypes of Techno-Orientalism to a certain\n degree. However, these elements are mostly decontextualized as a\n representation of oriental culture and have no distinct error of oriental\n elements used but are mainly used to identify art style, which could be a\n helpful strategy for commercial selling.","PeriodicalId":269162,"journal":{"name":"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy","volume":"222 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 6th International Conference on Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems, February 22–24, 2023, Venice, Italy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54941/ahfe1002894","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Cyberpunk is one genre with distinctive features, which depicts an
apocalyptic world seeing technology as associated with capitalist oligarchy
with highly solidified social identity and social class (Akşit and Nazlı,
2021). Nowadays, research about cyberpunk video games mainly focuses on the
visual aesthetics of cyberpunk video games (Johnson, 2017). We adopted
content analysis first to identify the oriental visual elements in 6 video
games: Cyberpunk 2077 (CD Projekt RED, 2020) (CP2077), Gamedec (Anshar
Studios, 2021), The Red Strings Club (Deconstructeam, 2018) (TRSC), VA-11
Hall-A: Cyberpunk Bartender Action (Sukeban Games, 2016) (VA-11 Hall-A),
Shadowrun: Hongkong (Harebrained Schemes, 2015) (SRHK), and Tales of the
Neon Sea (Palm Pioneer, 2019) (TNS), then analyze the historical and
ideological reasons of using these elements on behalf of semiotic theory.
This study reveals that using such elements in the 21st-century cyberpunk
video games reinforces the stereotypes of Techno-Orientalism to a certain
degree. However, these elements are mostly decontextualized as a
representation of oriental culture and have no distinct error of oriental
elements used but are mainly used to identify art style, which could be a
helpful strategy for commercial selling.