Abstract
This paper examines the evolution of videogame journalism in the digital age, focusing on the challenges of objectivity and bias within the field. As videogames have become a dominant form of media, interest in game news, reviews, and analysis has surged. While traditional journalism adheres to established standards of accuracy and objectivity, videogame journalism has largely remained in the hands of gamers, lacking formal oversight or standardized guidelines. Using Black Myth: Wukong as a case study to analyze recent media coverage, I contrast the reception of the game within the gaming community with reviews published in major videogame news websites. Despite its potential as a groundbreaking title, particularly regarding the Chinese mythology, the initial coverage of the game was marked by significant bias, especially in mainstream media outlets. This bias was often driven by personal preferences, allegiances to specific studios, or a desire to cater to a particular audience on these websites. I argue that the lack of ethical standards in videogame journalism can lead to biased and inaccurate reporting, undermining the credibility of the field. Consequently, I propose the development of a more rigorous framework for videogame journalism, incorporating principles of objectivity, accuracy, and ethical conduct.
Presenters
Ricardo MartinsAssistant Professor, Modern Languages and Literatures/Media Studies, Rhodes College, Tennessee, United States
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
2025 Special Focus—From Democratic Aesthetics to Digital Culture
KEYWORDS
Journalism Bias; Videogames; Black Myth: Wukong; Ethical Reporting; Digital Storytelling