Cultural Identity and Virtual Consumption in the Mimetic Homeland: A Case Study of Chinese Generation Z Mobile Game Players
Abstract
:1. Introduction
2. Methods
2.1. Research Design
2.2. Participants
2.3. Procedure
2.4. Data Analysis
3. Analytical Framework: The Mutual Construction of the Virtual and the Reality
3.1. Mimetic Re-Enactment of Real Space
- (1)
- Virtual coexistence
- (2)
- Mimetic homeland
3.2. Emotional Reverse-Nurturing from Virtual to Real Spaces
- (1)
- Theory of Performative Subjectivity
- (2)
- Interaction Ritual Chains Theory
4. Results
4.1. Virtual Coexistence and the Production of Space
“I don’t buy skins to get stronger. I buy them so others can see I’ve been playing for a long time or that I really love this character. It’s how I show who I am in the game”, said one player.(MSWJS, male, 18, student)
“Sometimes I draw fan art of my favorite characters and post it in gaming groups. People like and share it, and I feel like I’m part of that world—even though I’m not a developer”, said one player.(FSZL, female, 22, student)
“I’m studying abroad, and I don’t have many people around me who speak Chinese. But when I log into a Chinese server, I hear familiar dialects. It makes me feel like I’m home again”, one player shared.(MSWJS, male, 18, student)
“I don’t just play the game—it feels like a familiar place. Every time I log in, it’s like coming home. Even if no one talks to me in real life, there’s always someone waiting to team up in the game”(MSQCY, male, 16, student)
“We have a fixed raid every Friday night. After we finish, we stay on voice chat to talk about real-life stuff. It’s closer than some of my real-world friendships”, one participant explained.(FWGJM, female, 25, company employee)
“I met some friends in a gaming group, and now we’ve met in person. One of them even became my business partner”, said a player.(MWZZX, male, 25, self-employed)
4.2. “Mimetic Homeland” and the Projection of Psychological Needs
- (1)
- The Externalisation of Psychological Needs
“In real life, I don’t have many people to talk to, but in the game, I have a pet. The first thing I do every day is feed it. When it looks happy, I feel happy too.”(FWWYJ, female, 27, company employee)
- (2)
- From Psychological Projection to Emotional Belonging
“My parents keep pressuring me to take civil service exams. Real life feels suffocating. But in the game, I’m a powerful mage who can control the battlefield. It makes me feel like I’m not useless.”(MSZSQ, male, 21, student)
Another participant said, “The game is the only place where I can say ‘no.’ In real life, I’m obedient. But in the game, I can switch characters, leave teams, and start over whenever I want.”(FSWXD, female, 18, student)
4.3. Virtual Consumption and Identity Performance
- (1)
- Virtual Consumption as an Interactive Ritual
“I buy skins to say ‘this is me.’ When you see me wearing this skin, you know I’m a veteran player who takes the game seriously.”(MSWYP, male, 18, student)
Another player added, “I have a limited-edition skin. Every time I use it, people PM me asking how I got it. It makes me feel proud—like I’m not just playing the game, I’m performing a character.”(FSLYY, female, 21, student)
- (2)
- The Reproduction of Cultural Identity
“Ever notice how players put on their most expensive skins during ranked matches? It’s not to win—it’s to intimidate or show off. Just like wearing designer clothes in real life.”(MWXDJ, male, 23, civil servant)
“I bought a matching outfit set just for me and my partner. It’s like telling everyone: we’re a couple—don’t flirt with us.”(FWCHL, female, 24, civil servant)
“I posted a screenshot of my legendary skin on WeChat, and a college classmate reached out saying he played too. That’s how we reconnected.”(MSLKC, male, 22, student)
“I always buy something during festival events—even if it’s useless. I just need that sense of ritual. I don’t even bother that much with real-life holidays.”(MSQCY, male, 16, student)
“I saw my favourite streamer wearing a hoodie from the game’s official collab and I just had to get one too. It feels like I’m carrying a piece of the game with me when I go outside”, noted another player.(FWSJY, female, 24, company employee)
“Honestly, I wouldn’t spend this much on a game if I didn’t feel connected to the story and the characters. The emotional part comes first, then the money”, one player reflected.(MSWYP, male, 18, student)
5. Discussion
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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No. | Interviewee ID | Gender | Age (Years) | Occupation | Annual Virtual Consumption (CNY) |
---|---|---|---|---|---|
1 | FSGTY | Female | 18 | Student | 2000 |
2 | FSWXD | Female | 18 | Student | 500 |
3 | FSLMZ | Female | 20 | Student | 600 |
4 | FSLYY | Female | 21 | Student | 900 |
5 | FSZL | Female | 22 | Student | 4000 |
6 | FSZSJ | Female | 22 | Student | 6000 |
7 | FWCHL | Female | 24 | Civil Servant | 300 |
8 | FWSJY | Female | 24 | Company Employee | 1000 |
9 | FWGJM | Female | 25 | Company Employee | 5000 |
10 | FWWYJ | Female | 27 | Company Employee | 500 |
11 | MSQCY | Male | 16 | Student | 2000 |
12 | MSWJS | Male | 18 | Student | 12,000 |
13 | MSWYP | Male | 18 | Student | 3000 |
14 | MSZSQ | Male | 21 | Student | 500 |
15 | MSLKC | Male | 22 | Student | 1000 |
16 | MWXDJ | Male | 23 | Civil Servant | 4000 |
17 | MWLMK | Male | 24 | Company Employee | 2000 |
18 | MWZZX | Male | 25 | Self-Employed | 10,000 |
19 | MWLTY | Male | 27 | Self-Employed | 3000 |
20 | MWZTY | Male | 28 | Self-Employed | 1200 |
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Zhang, S.; Li, Z.; Chen, X. Cultural Identity and Virtual Consumption in the Mimetic Homeland: A Case Study of Chinese Generation Z Mobile Game Players. Soc. Sci. 2025, 14, 362. https://doi.org/10.3390/socsci14060362
Zhang S, Li Z, Chen X. Cultural Identity and Virtual Consumption in the Mimetic Homeland: A Case Study of Chinese Generation Z Mobile Game Players. Social Sciences. 2025; 14(6):362. https://doi.org/10.3390/socsci14060362
Chicago/Turabian StyleZhang, Shiyi, Zengyu Li, and Xuhua Chen. 2025. "Cultural Identity and Virtual Consumption in the Mimetic Homeland: A Case Study of Chinese Generation Z Mobile Game Players" Social Sciences 14, no. 6: 362. https://doi.org/10.3390/socsci14060362
APA StyleZhang, S., Li, Z., & Chen, X. (2025). Cultural Identity and Virtual Consumption in the Mimetic Homeland: A Case Study of Chinese Generation Z Mobile Game Players. Social Sciences, 14(6), 362. https://doi.org/10.3390/socsci14060362