Affiliation:
1. The Department of Media, Culture, and Communication, New York University, USA
Abstract
In the 1990s, in China, arcade and console games were called “spiritual opium.” Why were video games labeled spiritual drugs, specifically opium, as opposed to other types of drugs? How did the mainstream media gradually depict video games as spiritual opium? The term “spiritual opium” carries profound historical and political connotations and is skillfully employed by media entities to disparage video games, fostering adverse perceptions among the populace. This scholarly inquiry delves into the cultural history of arcade and console games during this era. Historical and cultural methods were used to meticulously trace the genesis and evolution of the “spiritual opium” metaphor in the 1990s, scrutinizing the process through which video games were ensnared by this pejorative label. In addition, the paper also elucidates the “spiritual opium war,” a series of government-led campaigns against arcade and console games, including investigations, crackdowns on arcades, and reminiscent of Mao-era mobilizations. By doing so, this research fills a critical gap in the historiography of Chinese gaming, thereby enriching studies of the regional game industry and contributing to a broader understanding of the global gaming landscape. This article also shows how postsocialist states such as China navigate the challenges posed by the influx of video games and their perceived political threats and provides a nuanced understanding of state–media dynamics and cultural policy in postsocialist contexts.