1 Tassi, Paul, "You Think ‘Genshin Impact’ Is Pay-To-Win Gacha Anime Trash;You Are Wrong"
2 Saranya, "What’s Next for China’s Gaming Industry?"
3 "What Does “Otaku” Really Mean?"
4 Global People Video, "Wei Liu, Founder of miHoYo, Speaks Out | It is Not Because We See Hope that We Preserve, But Because of Persistence We See Hope"
5 Wunderman Thompson, "Transcendent Retail: APAC"
6 "Top 10 Countries/Markets by Game Revenues"
7 Laichi Chen, "The Rise of the East Asian Gaming Industry: A Value-Added Chain Among the East Asian Game Companies During 2000–2010" SAGE Publications 7 (7): 24-42, 2022
8 Chen, Junyu, "Personal interview. May 2022"
9 Guo, TongXin, "Personal interview. May 2022"
10 Orihuela, Daniel, "Personal interview"
1 Tassi, Paul, "You Think ‘Genshin Impact’ Is Pay-To-Win Gacha Anime Trash;You Are Wrong"
2 Saranya, "What’s Next for China’s Gaming Industry?"
3 "What Does “Otaku” Really Mean?"
4 Global People Video, "Wei Liu, Founder of miHoYo, Speaks Out | It is Not Because We See Hope that We Preserve, But Because of Persistence We See Hope"
5 Wunderman Thompson, "Transcendent Retail: APAC"
6 "Top 10 Countries/Markets by Game Revenues"
7 Laichi Chen, "The Rise of the East Asian Gaming Industry: A Value-Added Chain Among the East Asian Game Companies During 2000–2010" SAGE Publications 7 (7): 24-42, 2022
8 Chen, Junyu, "Personal interview. May 2022"
9 Guo, TongXin, "Personal interview. May 2022"
10 Orihuela, Daniel, "Personal interview"
11 "PC Games Market Size Worth USD 31.52 Billion by 2028 | PC Games Industry Expected CAGR 1.3% | Vantage Market Research"
12 Rousseau, Jeffrey, "Newzoo: Mobile game revenue generated $93.2bn in 2021"
13 Yellow Bees, "Liu Wei, Co-Founder of miHoYo - The Creator of Genshin Impact"
14 Game World Observer, "In-depth analysis of Genshin Impact’s marketing and advertising strategies with SocialPeta"
15 Kong, Shawn, "How a $100 Million Video Game Broke Even 2 Weeks After Launch"
16 Eric Chee, "How Nintendo Became One of the World’s Largest Electronic Game Companies: The Secret of Success" Academy of Asian Business (AAB) 6 (6): 55-80, 2020
17 Ye, Josh, "How Genshin Impact’s Chinese Creator miHoYo Found Success with Otakus Willing to ‘Pay for Love’"
18 Chapple, Craig, "Genshin Impact Generates Close to $400 Million in First Two Months, Averaging More Than $6 Million a Day"
19 Chapple, Craig, "Genshin Impact Generates $2 Billion on Mobile in First Year"
20 "Genshin Impact Earns $2 Billion After “Unheard of” Success in First Year"
21 Wood, Austin, "Genshin Impact 3.0 is better than most open-world games and it's totally free"
22 Brow, Elain, "Genshin Impact 3.0 Update Improves Characters and Gameplay Significantly"
23 Game 8, "Genshin Impact 3.0 Release Date, Characters, and Banners | Genshin Impact"
24 Valens Research, "Dynamic Marketing Communiqué: Make an IMPACT: Step into a world of imagination with these visual advertisements! [Thursdays: FYO!]"
25 Bagdasarov, Garri, "Discussing the Unique Free-To-Play Model of Genshin Impact with Developer ‘miHoYo’ on Launch Day"
26 AsiaQuest, "Digital Wallets Gain Profit from Gacha Games"
27 Haldane, Matt, "China vs Video Games: Why Beijing stopped short of a gaming ban, keeping Tencent and NetEase growing amid crackdown"
28 Liao, Shannon, "China Restricts Young People to Playing Video Games Three Hours a Week"
29 Chen, Lim-Li, "Bytedance: The Road to Success of a Global Influential Social Media Platforms Creator"
30 Oh, Yongjin, "Bluehole: Bluehole’s Spectacular Success in the Video Game Industry"
31 Tatia Turazashvili ; Elene Svanidze ; Mariam Katsitadze ; Beso Namchavadze, "Big Hit Entertainment: Soar with Multi-Labels Integration, Social Platforms and Innovations" Academy of Asian Business (AAB) 7 (7): 67-100, 2021
32 Thomala, Lai Lin, "Annual Mobile Revenue Generated by miHoYo Worldwide from 2015 to 2022 YTD"
33 Lin, Guanxiu, "A Decade of Meituan-Dianping’s Development: What Makes a Brand Stands Out from The Crowd?"