The phenomenon of the game has boosted visits, revenues and searches related to cultural tourism.
More stories in the category Suggested
- The legacy in the form of masterpieces that Vince Zampella leaves us
- Microtransactions could go up in price in 2026
- Today arrives on Xbox a new horror game very interesting
| Don't miss anything and follow us on Google News! |
The impact of Black Myth: Wukong goes far beyond commercial success. The ambitious Game Science title has not only conquered millions of players worldwide, but it has also become an unexpected economic and cultural driver within China, significantly boosting tourism in several regions of the country.
With over 25 million copies sold as of February 2025, the game has sparked enormous interest in the real-life locations that inspired its scenarios, particularly in the province of Shanxi, where many of the game’s locations are represented.
Black Myth: Wukong ignites cultural tourism in Shanxi province
- During the recent China Game Industry Annual Conference, tourism sector officials confirmed that 36 game scenarios are based on real locations, with 27 directly recreating Shanxi’s historical and cultural heritage. The result has been immediate: just two months after the game’s launch, ticket sales to historical sites exceeded 160 million yuan, equivalent to $22.7 million.
The ripple effect has also been felt in other tourism-related sectors. Hotels, restaurants, transportation, and local commerce have experienced significant growth, while online searches for “Shanxi tourism” increased by over 3,178% year-over-year, accumulating hundreds of millions of views on social media.
Exhibitions, youth, and a new bridge between video games and culture
- The phenomenon has not been limited to travel. The Black Myth: Wukong art exhibition, held in Hangzhou from April to July, exceeded all initial expectations. Originally scheduled for just over a month, it was extended by 108 days due to high demand, attracting 450,000 visitors.
One of the most striking statistics is the audience profile: almost 80% were under 18 years old, and over half were attending an art exhibition for the first time. For Chinese cultural authorities, the game has become an unexpected tool for connecting new generations with historical heritage, demonstrating the enormous potential of video games as a cultural and economic vehicle.

