Videogames, Heritage and Tourism

I gave an online talk on the above to Hiroshima University today.

I have 4 excellent questions from the students to research and hopefully answer:

  • Which videogames specifically led to real-world tourism? I add here, and what if one’s that are also in film or tv or in book form?
  • Of those games transformed into virtual tourism, which ones incorporated local cultural context?
  • How can we stop virtual tourism from creating false memories?
  • Is there anywhere in the world where virtual heritage is checked for authenticity by organisations (such as UNESCO?)

3 thoughts on “Videogames, Heritage and Tourism

  1. When it comes to the impact of video games on real-world tourism, open-world games undoubtedly play a significant role. Names such as the Assassin’s Creed series, The Witcher 3: Wild Hunt, and the recent hot spot Black Myth: Wukong are prime examples. These games use real-world locations as their creative foundation, showcasing artistic excellence while significantly boosting tourism in regions like Europe, North America, and China.

    Take Black Myth: Wukong as an example. This game draws inspiration from Chinese traditional culture and authentic ancient architecture, seamlessly integrating these elements into its meticulously designed game world. Many of the boss battle settings are directly based on real ancient buildings, brought to life through intricate modeling and artistic refinement. Every mountain vista, classical structure, leaf, and brick in the game has been crafted with great care. Players can almost smell the crisp mountain air and feel the fine carvings on temple columns through the screen.

    From natural landscapes to character designs, from monster creations to the detailed retelling of mythical stories, every aspect of the game demonstrates exceptional artistic standards. It immerses players in an authentic, lifelike journey inspired by the classic Journey to the West. This high level of realism and artistic creation not only enhances the gaming experience but also succeeds in promoting traditional culture and natural beauty to a global audience.

    What’s even more remarkable is how this cultural dissemination has extended into the real world. Many players have expressed a strong desire to visit the real-life locations depicted in the game, turning virtual fascination into real-world exploration. In response, local tourism bureaus have leveraged this opportunity by launching related events, promoting these destinations on social media, and even distributing free admission tickets to attract visitors. These efforts have not only revitalized local tourism but also demonstrated the powerful synergy between culture and technology in generating economic benefits and cultural influence.

    A similar phenomenon can be observed in Japan with the rise of “pilgrimage tourism.” This unique form of tourism, known as seichi junrei (sacred site pilgrimage), involves fans visiting real-life locations used as settings or inspirations in anime, manga, or films. Initially, this trend was driven by fans’ personal passion to trace the footsteps of their favorite characters. Over time, however, its growing popularity has prompted the Japanese government and animation studios to actively develop it into a significant cultural industry.

    “Pilgrimage tourism” has sparked widespread enthusiasm among fans, while also driving substantial economic and tourism growth in Japan. In some ways, it has even influenced the creative direction of Japanese animation. By blurring the boundaries between virtual and real worlds, this interaction has expanded the possibilities for cultural exchange and tourism development.

    Whether through video games or animated works, the integration of virtual and real worlds demonstrates enormous potential. These mediums not only offer rich experiences for players and audiences but also inject fresh vitality into real-world tourism.

  2. When it comes to the impact of video games on real-world tourism, open-world games undoubtedly play a significant role. Names such as the Assassin’s Creed series, The Witcher 3: Wild Hunt, and the recent hot spot Black Myth: Wukong are prime examples. These games use real-world locations as their creative foundation, showcasing artistic excellence while significantly boosting tourism in regions like Europe, North America, and China.
    Take Black Myth: Wukong as an example. This game draws inspiration from Chinese traditional culture and authentic ancient architecture, seamlessly integrating these elements into its meticulously designed game world. Many of the boss battle settings are directly based on real ancient buildings, brought to life through intricate modeling and artistic refinement. Every mountain vista, classical structure, leaf, and brick in the game has been crafted with great care. Players can almost smell the crisp mountain air and feel the fine carvings on temple columns through the screen.
    From natural landscapes to character designs, from monster creations to the detailed retelling of mythical stories, every aspect of the game demonstrates exceptional artistic standards. It immerses players in an authentic, lifelike journey inspired by the classic Journey to the West. This high level of realism and artistic creation not only enhances the gaming experience but also succeeds in promoting traditional culture and natural beauty to a global audience.
    What’s even more remarkable is how this cultural dissemination has extended into the real world. Many players have expressed a strong desire to visit the real-life locations depicted in the game, turning virtual fascination into real-world exploration. In response, local tourism bureaus have leveraged this opportunity by launching related events, promoting these destinations on social media, and even distributing free admission tickets to attract visitors. These efforts have not only revitalized local tourism but also demonstrated the powerful synergy between culture and technology in generating economic benefits and cultural influence.
    A similar phenomenon can be observed in Japan with the rise of “pilgrimage tourism.” This unique form of tourism, known as seichi junrei (sacred site pilgrimage), involves fans visiting real-life locations used as settings or inspirations in anime, manga, or films. Initially, this trend was driven by fans’ personal passion to trace the footsteps of their favorite characters. Over time, however, its growing popularity has prompted the Japanese government and animation studios to actively develop it into a significant cultural industry.
    “Pilgrimage tourism” has sparked widespread enthusiasm among fans, while also driving substantial economic and tourism growth in Japan. In some ways, it has even influenced the creative direction of Japanese animation. By blurring the boundaries between virtual and real worlds, this interaction has expanded the possibilities for cultural exchange and tourism development.
    Whether through video games or animated works, the integration of virtual and real worlds demonstrates enormous potential. These mediums not only offer rich experiences for players and audiences but also inject fresh vitality into real-world tourism.

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