Otome games are a type of video game that targets female audiences and takes romance as its core. They have become widely popular among women, and this popularity has even led to a trend of excessive gaming. This study uses Baudrillard’s simulacra order as its theoretical framework. From a philosophical perspective, it explores how the simulacra theory builds “hyperreal” emotional experiences inside games. It further analyzes the reasons behind female players’ continuous excessive gaming, reveals how otome games act as typical carriers of what Baudrillard calls the “third order of simulacra”, and reflects on the current problems and dilemmas in game design. To analyze this phenomenon in depth, this study chooses 6 popular otome games from Japan, South Korea and China as case studies, and carries out semi structured interviews with players. Based on the interview results, it gives a detailed analysis of the symbolic design of male characters, payment mechanisms, and virtual game emotional construction in these games. The aim of this study is to offer a new perspective for research on excessive gaming in otome games.
목차
Abstract I. Introduction II. Theoretical Analysis 1. Baudrillard’s Simulacra Theory 2. Excessive Gaming III. Research Methods and Participants 1. Research Methods 2. Research Participants IV. Case Analysis 1. Symbolic Design of Male Characters’ Appearance 2. “Paying for Love”: The Emotional Symbol Consumption Mechanism 3. Symbolic Intimate Relationships and Virtual Compensation Under Emotional Algorithms V. Conclusion Reference