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China’s video game soft power


This report is from this week’s CNBC’s The China Connection newsletter, which brings you insights and analysis on what’s driving the world’s second-largest economy. You can subscribe here.

The big story

From Nezha 2 to Labubu, it’s been quite a year for Chinese cultural exports. Now, one of the latest titles to hit the $189 billion global gaming market is also from China.

More than 2 million people played the martial arts video game “Where Winds Meet” within 24 hours of its overseas release this past weekend on PlayStation and PC, according to the game’s Chinese publisher NetEase. The free-to-play game puts a player in the shoes of a “young sword master” living in 10th-century China, whose backstory is developed through the journey of play.

“Players can feel like they are a special character in history, finding their own life in the past, and striving for the future,” Beralt Lyu, lead producer of “Where Winds Meet,” said in Mandarin, translated by CNBC. He said the team aimed to create a global game from the start, at least five years ago.

The game was released in China late last year, boosting NetEase’s second-quarter earnings. The company will report its third-quarter results on Thursday. That game release came just months after Tencent-backed Game Science launched China’s first global top-tier video game, “Black Myth: Wukong,” which sold more than 10 million units in three days.

More than 60,000 people attended the Honor of Kings esports finals in Beijing’s Bird’s Nest stadium on Nov. 8, 2025, setting a Guinness World Record.

Hero Esports

“In the last two years, the biggest trend has been Chinese [companies] starting to slowly gain market share for PC, console games,” Will Wang, partner at Beijing-based BAI Capital, said in Mandarin translated by CNBC. “They must go global because the hardcore [console] gamers are all overseas.”

While many venture capital firms are focused on AI and semiconductors, about 10% of BAI’s portfolio is related to gaming because the firm “believes a lot of business models and new innovations are all related to gaming,” Wang said, pointing to investments in augmented reality glass maker Viture and generative AI 3D animation creator Meshy.

Even Nvidia, now known as the AI juggernaut, got its start as a graphics hardware producer that only gamers were interested in. And companies from The New York Times to Duolingo apply gamification to drive subscriptions.

International attention

China’s emerging soft power in games has captured the attention of wealthy investors in Saudi Arabia. Executives from Savvy Games, which is owned by the country’s sovereign wealth fund PIF, visited China this month for two major esports events: the League of Legends World Championship in Chengdu and the Honor of Kings KPL Grand Finals in Beijing.

“We haven’t yet had an opportunity to enter the PC console space, and so that’s another area, either in the West or in the East, so that’s also a focus for us,” said Brian Ward, CEO of Savvy Games.

“It’s been…



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China’s video game soft power

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