The current domestic gaming market is flourishing, with a multitude of games centered around or incorporating elements of traditional culture. Notably, exceptional cases such as “Black Myth: Wukong” have even succeeded in exporting culture overseas. However, beneath this prosperity lie certain challenges. Most games that revolve around traditional culture suffer from certain gaps and lack subsequent work. Only a few manage to evolve into series. This paper primarily explores the feasibility and advantages of the IP economic model in propagating traditional culture through digital games, aiming to uncover novel strategies for disseminating traditional culture in the digital gaming realm.
The recent introduction of numerous outstanding tabletop games from Europe and America, coupled with the thriving domestic tabletop game crowdfunding platforms, highlights the huge potential of the board game market in China. Additionally, studies have demonstrated that board games not only provide leisure and entertainment, but also have a positive impact on children’s education, corporate management, and the medical field. However, the Chinese board game industry is facing certain challenges in the digital age. The lack of excellent domestic board game works, designers, and brands are hindering its development. This paper examines the Chinese tabletop game brands from a digital perspective and offers suggestions for the building of strong Chinese board game brands.