From Solo Players to Fan Girls: A Study on the Fan-ization Trend in the Emotional Dynamics of College Students Playing Otome Games
DOI:
https://doi.org/10.63313/SSH.9095Keywords:
Otome Games, Emotional Dynamic Cycle, Fan - circle - like Tendency, Love and DeepspaceAbstract
With the explosive growth of otome games, their immersive romantic experiences have reshaped the intimate relationship practices and behaviors of contemporary female players. Focusing on players of the phenomenal 3D otome game Love and Deepspace, this study uses in-depth interviews and participant observation to explore the emotional dynamic cycle mechanism and fan-circle-like trend among college student players.The findings reveal two core paths of emotional transformation: gradual and leapfrog. Gradual transformers evolve from solo players to "quasi-fan" members via online-offline social integration, while leapfrog ones directly join group interactions through real social resources. Intertwined virtual-real emotional practices give rise to multiple contradictions: virtual dependence reduces real interpersonal alienation. Fan-circle-like behaviors intensify player conflicts, and identity shows self-fragmentation. Based on this, we need to construct a collaborative governance system from three aspects: reshaping the virtual-reality boundary through media literacy education, urging game manufacturers to fulfill their main responsibilities, and strengthening government regulatory guidance. This system will support the healthy development of the otome game industry and the rational growth of players, and provide a new perspective for understanding the emotional practices and identity construction of young women in the digital age.
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