The Japanese Game Industry as a Medium for Language Dissemination: “A Soft Power Perspective”

Authors

  • Muhammad Naufal Alfariz Universitas Komputer Indonesia
  • Sylvia Octa Putri Universitas Komputer Indonesia
  • Soni Mulyawan Setiana Universitas Komputer Indonesia
  • Muhammad Arifin Universitas Komputer Indonesia

DOI:

https://doi.org/10.34010/icobest.v9i.932

Keywords:

Game Industry, Language Dissemination, Soft Power, Incidental Language Learning, Cultural Diplomacy

Abstract

Amidst digital globalization on a grand scale, the Japanese video game industry has shifted from its nature as a purely business venture towards becoming an indispensable tool in cultural diplomacy or soft power. Therefore, the objective of this study is to assess the extent to which video games produced in Japan qualify as an effective means of cultural exchange and language dissemination from the perspective of soft power. Through a qualitative descriptive analysis approach combined with systematic literature review in relation to peer-reviewed academic papers from 2014 to 2024, the current paper explores the role played by the international community in the use of language contained in video games. It is found that features associated with interactivity and immersion in games, particularly RPGs and visual novels, play a significant role in stimulating the intrinsic motivation of players and thus facilitating second language acquisition in an informal way. Moreover, the inclusion of seiyuu acting, cultural simulations, and well-developed plots serves as efficient triggers that aid in transmitting sociolinguistic values to the international community. The involvement of the digital ecosystem and external interactions, according to the findings, facilitates better language retention. Consequently, this paper concludes that the video game industry is a valuable soft power tool that provides Japan with both economic gain and hegemony over the culture. Relative to traditional media, video games, characterized by negotiated meanings, present a more suitable context for learning, making language dissemination one of the main features of contemporary public diplomacy in Japan.

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Published

2026-08-05

How to Cite

Alfariz, M. N., Putri, S. O., Setiana, S. M., & Arifin, M. (2026). The Japanese Game Industry as a Medium for Language Dissemination: “A Soft Power Perspective”. Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities, 9, 503-509. https://doi.org/10.34010/icobest.v9i.932