video game
Matthew Patrick explores the international language of gaming in a new type of travel show.
In the early 2000s, the Japanese government started to evaluate the value of the country’s popular culture industry following international successes in anime/manga [...] Realizing that its cultural influence expanded despite the economic setbacks of the Lost Decade (from 1991 to 2000), Japan sought to promote the idea of ‘Cool Japan’, an expression of its emergent status as a cultural superpower.
The Chinese government has spent billions in recent years to subsidize artistic enterprises, with an eye toward wielding "soft power" beyond its borders. It hasn't been notably successful. But China's video game industry -- as of last year, the world's biggest -- is on the verge of becoming one of its most valuable cultural exports. It just might succeed where so much Chinese entertainment has failed in the past.