This Right Way to Play. Western Players’ Appropriation and Reevaluation of Gold Farming in the Chinese Video Game Genshin Impact

Authors

DOI:

https://doi.org/10.48783/gameviron.v23i23.285

Keywords:

Chinese Video Games, Game Labor, Game Boosting, Gold Farming, Game Representation, Discourse Analysis, gamevironments

Abstract

The recent success of Chinese video games in the global market has drawn different businesses into the game industry, namely via game boosting. As a service to help new players in a game gain advantages against other players, game boosting, with its recent surge, contributes to the long-standing debate about game labor. Specifically, since Chinese workers and games are an inseparable part of the game boosting, in this paper I ask how this service adds to and complicates the racial discrimination demonstrated by the Chinese game labor in Chinese gold farming in the past. I offer a research design to first conduct a discourse analysis of the advertisements from three boosting platforms: Skycoach  and LegionFarm Carry (LFCarry) from the West, and Taobao from China. These platforms offer services for the Chinese video game Genshin Impact (2020). Then, I analyze customer reviews of these boosting services. I compare how power is distributed among companies, game boosters, and customers in both Western and Chinese contexts to reevaluate game labor under a critical racial lens. I argue that Western companies, game boosters, and customers increasingly frame game boosting as a form of skill-based advancement rather than as repetitive, low-skill labor. This reframing produces a colorblind discourse that overlooks the racialized history of digital labor, promoting narratives of equal opportunity while avoiding confronting the violence and discrimination historically faced by Chinese gold farmers.

Author Biography

  • Jieyu Liu, University of Colorado Boulder, US

    Jieyu (Warren) Liu is a second-year PhD student in media studies. He earned an M.A. in religious studies at New York University and a B.A. in religion and a B.A. in public relations at Boston University. Warren’s research focused on the globalization of the Chinese cultural industries and how Chinese cultural products enter the global market and reconstruct the relations between China and the West today. Warren values media research and practice equally in his career. As a scholar, he has won the Richard Ellis Katz award for the most outstanding research at BU and regularly presents his academic work at various religious and media studies conferences. As a media practitioner, Warren has worked in journalism and the social media industry. He is currently an apprentice in the game industry, creating individual game design projects.

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Published

2025-12-18

Issue

Section

GV Research Day Reports