archives@tulane.edu / This study presents an analysis of otome, dating simulator games popularized throughout Japan and South Korea, specifically exploring how the fictive relationship formed between the female main character (MC) and various male non-player characters (NPCs) enables the user to adopt the role of sexual and emotional agent. By examining the degree to which player choice influences a game’s plot, character development, and the tenor of the romantic relationship formed between MC and NPC, this research will seek to contextualize otome games as a digital affinity space uniquely positioned to address female fantasy and respond to culturally informed demographic changes relating to dating, sex, and marriage in South Korea and Japan. Using examples of Korean and Japanese otome titles across multiple platforms and related trends in popular culture and media, this paper will conclude with an examination of the gendered, emotional labor necessitated by the typical otome game structure as a method of reframing the commodification of the shojo archetype from a female perspective. / 1 / Meredith Connelly
Identifer | oai:union.ndltd.org:TULANE/oai:http://digitallibrary.tulane.edu/:tulane_119739 |
Date | January 2020 |
Contributors | Connelly, Meredith (author), Delila Omerbašić (Thesis advisor), Yatsuka-Jensen, Saeko (Thesis advisor), Adams, Michele (Thesis advisor), School of Professional Advancement Liberal Arts (Degree granting institution) |
Publisher | Tulane University |
Source Sets | Tulane University |
Language | English |
Detected Language | English |
Type | Text |
Format | electronic, pages: 59 |
Rights | No embargo, Copyright is in accordance with U.S. Copyright law. |
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