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| Evaluating International Communication Effectiveness of Chinese Online Games: Principles, Methods, and Indicator Systems |
| ZHANG Huan1,2,SUN Hong3,*,QI Dexiang1,2 |
1. School of Journalism and Communication, Nankai University, 300350, Tianjin, China 2. Institute of Publication Studies, Nankai University, 300350, Tianjin, China 3. School of Humanities & Communication, Zhejiang Gongshang University, 310018, Hangzhou, Zhejiang, China |
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Abstract Online games are one of the most influential forms of digital products globally and represent one of the most dynamic sectors in the international expansion of China's publishing industry. Within the framework of promoting Chinese culture globally, online games serve as an innovative medium for cultural transmission, playing a vital role in addressing China's discourse power challenges in international communication. Furthermore, online games contribute significantly to improving overseas audiences' perceptions, attitudes, and behaviors toward China. This study, anchored in the overarching goal of promoting Chinese culture globally, employs an audience-focused perspective. Through expert surveys and the analytic hierarchy process (AHP), the research establishes an evaluation framework comprising four primary indicators: value guidance capacity, cultural dissemination effectiveness, product competitiveness, and economic revenue. The value guidance capacity of online games indicates their role in agenda-setting for overseas users from an international communication perspective. It evaluates how effectively Chinese cultural dissemination enhances the emotional and behavioral responses of international audiences, assessed through emotional resonance and behavioral response. Cultural dissemination effectiveness of online games refers to the capacity to propagate Chinese culture to target audiences through gaming platforms, enhancing overseas awareness of Chinese culture. It evaluates the content value of internationally distributed online games. This capacity, aiming for comprehensive cultural dissemination, is measured across three dimensions: cultural expression, cultural diffusion, and cultural cognition. Product competitiveness describes the games' capability to consistently meet users’ demands, expand user base, and achieve commercial objectives within competitive markets. It reflects audience engagement effectiveness through user engagement and user experience components. Economic revenue refers to the income generated by online games in overseas markets through sales revenue, advertising revenue, and derivative revenue. These four primary indicators’ weights are 22.7%, 24.3%, 34.6%, and 18.4%, respectively. Among them, the product competitiveness carries the highest weight, exceeding 30%. The cultural dissemination effectiveness ranks second at approximately one-fourth, followed closely by value guidance capacity. While economic revenue ranks last, they maintain significance at nearly one-fifth of the total weight. From a strategic perspective, economic benefits remain crucial in incentivizing game companies' engagement in international markets. This evaluation system enables assessment of Chinese online games' effectiveness in international markets, facilitating the identification of key issues and areas for improvement in global dissemination, ultimately enhancing the quality and efficiency of the international communication of online games.
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Published: 09 July 2025
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Corresponding Authors:
Hong SUN
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| 重要性级别 | 含义 | 说明 | | 1 | 同样重要 | 两因素比较,具有相同的重要性 | | 3 | 稍微重要 | 两因素比较,前者比后者稍微重要 | | 5 | 明显重要 | 两因素比较,前者比后者明显重要 | | 7 | 非常重要 | 两因素比较,前者比后者非常重要 | | 9 | 极端重要 | 两因素比较,前者比后者极端重要 | | 1/3 | 稍微不重要 | 两因素比较,前者比后者稍微不重要 | | 1/5 | 明显不重要 | 两因素比较,前者比后者明显不重要 | | 1/7 | 非常不重要 | 两因素比较,前者比后者非常不重要 | | 1/9 | 极端不重要 | 两因素比较,前者比后者极端不重要 |
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| 一级指标 | 二级指标 | 三级指标 | 指标说明 | | 价值引导力A1 | 情感响应B1 | 中华文化好感度C1 | 用户因游戏提高了对中华文化的好感度 | | 中国形象认可度C2 | 用户因游戏提高了对中国国家形象的认可度 | | 行为响应B2 | 探索行为C3 | 游戏引发玩家产生进一步学习、探索中华文化的相关行为 | | 促动行为C4 | 玩家参与对中华文化的正面传播,促进他人形成对中华文化和中国形象的积极看法 | | 文化传播力A2 | 文化表达B3 | 中华文化融入度C5 | 中华文化的符号、知识、观念融入的数量与质量情况 | | 多元文化契合度C6 | 游戏与玩家所处的社会文化之间的契合度 | | 文化扩散B4 | 社交媒体话题度C7 | 社交媒体上涉及游戏及中华文化的帖文数量、互动数据、平台热度等 | | 跨媒介渗透度C8 | 游戏中的文化元素以主题展览、动漫、小说、联名产品等其他媒介形式的传播情况 | | 文化认知B5 | 中华文化知晓度C9 | 玩家能够感知与识别到游戏所体现的各类中华文化元素 | | 中华文化理解度C10 | 玩家对游戏里中华文化元素含义的理解及其准确程度 | | 产品竞争力A3 | 用户接触B6 | 下载量C11 | 游戏被海外用户下载的次数 | | 留存率C12 | 一段时间后仍旧使用游戏的玩家比例 | | 活跃度C13 | 玩家在游戏中的参与程度和频率 | | 付费率C14 | 下载用户中的付费比例 | | 覆盖率C15 | 游戏覆盖的国家或地区数量 | | 用户体验B7 | 满意度C16 | 用户对游戏中玩法、角色、画面等要素的满意度 | | 期待度C17 | 用户对游戏未来更新、续作及其他相关内容的期待值 | | 推荐度C18 | 玩家将该游戏推介给其他人的意愿 | | 经济收益A4 | 销售收入B8 | | 游戏向玩家销售服务或虚拟物品获得的收入 | | 广告收入B9 | | 游戏通过嵌入广告或对品牌进行推广获得的收入 | | 衍生收入B10 | | 游戏被开发成其他形式产品或通过IP授权获得的收入 |
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| A1 | A2 | A3 | A4 | | A1 | 1.000 | 1.061 | 0.597 | 1.184 | | A2 | 0.943 | 1.000 | 0.738 | 1.426 | | A3 | 1.676 | 1.356 | 1.000 | 1.809 | | A4 | 0.845 | 0.701 | 0.553 | 1.000 |
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| B1 | B2 | | B1 | 1.000 | 1.246 | | B2 | 0.803 | 1.000 |
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| B3 | B4 | B5 | | B3 | 1.000 | 0.896 | 0.756 | | B4 | 1.116 | 1.000 | 0.548 | | B5 | 1.322 | 1.824 | 1.000 |
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| B6 | B7 | | B6 | 1.000 | 1.174 | | B7 | 0.852 | 1.000 |
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| B8 | B9 | B10 | | B8 | 1.000 | 2.271 | 1.918 | | B9 | 0.440 | 1.000 | 0.597 | | B10 | 0.521 | 1.676 | 1.000 |
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| n阶 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | | RI值 | 0.00 | 0.52 | 0.89 | 1.12 | 1.26 | 1.36 | 1.41 | 1.46 |
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| 名称 | 最大特征根 | CI值 | RI值 | CR值 | 一致性检验结果 | | 目标要素层判断矩阵 | 4.009 | 0.003 | 0.890 | 0.003 | 通过 | | 价值引导力判断矩阵 | 2.000 | 0.000 | 0.000 | — | 通过 | | 文化传播力判断矩阵 | 3.021 | 0.010 | 0.520 | 0.020 | 通过 | | 产品竞争力判断矩阵 | 2.000 | 0.000 | 0.000 | — | 通过 | | 经济收益判断矩阵 | 3.013 | 0.007 | 0.520 | 0.013 | 通过 |
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| 一级指标 | 权重 | 二级指标 | 权重 | 三级指标 | 权重 | | A1 | 0.227 | B1 | 0.126 | C1 | 0.083 | | C2 | 0.043 | | B2 | 0.101 | C3 | 0.048 | | C4 | 0.053 | | A2 | 0.243 | B3 | 0.070 | C5 | 0.034 | | C6 | 0.036 | | B4 | 0.067 | C7 | 0.031 | | C8 | 0.036 | | B5 | 0.106 | C9 | 0.064 | | C10 | 0.042 | | A3 | 0.346 | B6 | 0.187 | C11 | 0.018 | | C12 | 0.040 | | C13 | 0.053 | | C14 | 0.053 | | C15 | 0.023 | | B7 | 0.159 | C16 | 0.062 | | C17 | 0.024 | | C18 | 0.073 | | A4 | 0.184 | B8 | 0.093 | | B9 | 0.037 | | B10 | 0.054 |
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