Academic literature on the topic 'Otome games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Otome games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Otome games"
Ganzon, Sarah Christina. "Investing Time for Your In-Game Boyfriends and BFFs: Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger." Games and Culture 14, no. 2 (September 4, 2018): 139–53. http://dx.doi.org/10.1177/1555412018793068.
Full textSaito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (June 25, 2021): 42. http://dx.doi.org/10.3390/arts10030042.
Full textGiard, Agnès. "Il faut beaucoup d’amies pour aimer un bel homme. Pratiques de sociabilité autour des jeux de romance (Otome Games) au Japon." Diogène 265-266, no. 1 (2019): 107. http://dx.doi.org/10.3917/dio.265.0107.
Full textHan Sang-yun. "Features of Otome Game’s Narrative System and its Effect—Focusing on Cheritz’s (2013)." Journal of Popular Narrative 24, no. 2 (May 2018): 237–71. http://dx.doi.org/10.18856/jpn.2018.24.2.008.
Full textDissertations / Theses on the topic "Otome games"
Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.
Full textParlak, Ömer Fatih. "The image of the turk in early modern board games and playing cards." Doctoral thesis, Universitat Autònoma de Barcelona, 2019. http://hdl.handle.net/10803/667968.
Full textA considerable amount of investigation has been done on the image of the Turk in European art, literature and other cultural productions. The existing accounts often result with repetitive conclusions that are revolving around a negative image attributed to the Turk. It is observed that this common problem derives from the lack of perspectival look at the subject matter. More recently, research has emerged that offers different perspectives with new findings that contradict previous literature. In the light of this new literature, the Turk has been re-conceptualized as a multifaceted image. However, the lack of investigation proposing new perspectives still remains as a major issue in the field. This research critically examines the image of the Turk that appears in early modern board games and playing cards produced in Europe, a hitherto untouched domain in this regard. Data for this study was collected from the online and otherwise archives of various museums in Europe, catalogs, private collections and other relevant literature. The collected data was enlisted in the Games Index, which includes printed and manufactured board games, packs of playing cards, and game counters. The Index currently contains 107 unique items from six European countries as their place of origin. Then, a qualitative case study approach was used to investigate the various ways the Turk was represented in a number of games which were selected according to the quality of the depiction and the function of the Turk in the game. The findings make an important contribution to the idea that perceives the Turk as a multifaceted image. The most obvious conclusion to obtain from this thesis is that the image of the Turk has never been a static one; on the contrary, it has evolved and gained different meanings throughout its history in Europe.
Chi, Chen Ying, and 陳瀅琪. "The Design Analysis of Characters in Japanese Otome Video Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/82809710284963330141.
Full text臺北市立教育大學
視覺藝術學系視覺藝術教學碩士學位班
100
With the development and easy access of computer technology, video games have become one of the most popular entertainment industries over the past twenty years. Since 1994, video game company Koei published the very first otome game –also known as Japanese romantic dating game–, this kind of game has become more and more popular and earned its own significant place in the game market. This thesis is a research focusing on the most typical and well-known otome games in the market. Through the process of document analysis and content analysis, along with data research, classify and integration, it is intended to have an overall understanding of the history and development of the otome game industry. Using fictional male characters as examples, by analyzing the visual components in character designs, each design can represent different meaning and its unique characteristic. Conclusion: (1) The otome game industry launched in 1994. In 2002 its style is well developed. In 2004 it started to become popular among the game market. Nowadays, there are otome games and related magazines published every month. (2) In typical otome games, the design components of male characters include: eye color and eyebrow, facial feature, facial expression, hair style, hair color, proportion of body, gesture, clothing, accessory, weapon, and decorative pattern. (3) Different character design components, they can stand for different personalities and characteristics. Reflection: (1) Place more focus on a few of the character design categories, and make a deeper research on those subjects chosen. (2) Link back to the real social world. Discuss the influence between fictional world and real-life relationship among female players.
Chang, Yu-Chen, and 張妤甄. "The Research of Learning Japanese Culture--Otome Games as Example--." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7xzr65.
Full text國立高雄第一科技大學
應用日語研究所
102
There are a lot of things associated with Japanese culture in Taiwan, especially Japanese TV dramas, animations, comics and video games, which had affected Taiwanese for a long time. These media provide substitutes of cultural experiences for people who never been to Japan. Although they have never been to Japan, they can also experience many kinds of Japanese culture. Therefore, the research about using media mediums as supplementary teaching materials issue is getting more and more. In this issue, Japanese TV dramas and animations have already been discussed sufficiently, but researches about video games are still few. As the time progresses, science and technology advances, there are more and more people start to play video games. Video games are beginning popular among not only teenagers but also adults gradually. There are many kinds of video games, designed in variegated themes. And this study is focus on "Otome Games". The aim of this research is to make players a direction to learn Japanese culture, and to delve into the background of otome games. The study divides otome games into 3 types by association of Japanese culture, which are "Real type", "Historical type" and "Fantastic type" to analyze what kind of culture could players learn. Then, the writer has executed the questionnaire to investigate the condition of Taiwanese otome games players. The results show that "Real type" is the most practicable in these 3 types. "Historical type" can provide players an incentive of history and traditional culture. In "Fantastic type", players can observe what would happen when Japanese culture contact with foreign culture. Finally, the questionnaire results show that Taiwanese otome game players recognize that otome game can aid them to learn more about Japanese culture.
Chen, Wan-Hsin, and 陳莞欣. "Exploring the Meaning of Playing Otome Games for Taiwanese Gamers in a Gendered Context." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/27883593859665565323.
Full text國立臺灣大學
新聞研究所
103
Recently, Japanese ACG(Anime, Comic and Game )products aimed at women consumers have gained significant popularity in Taiwan. Otome game is also one of them. Otome game(乙女), also called “Women’s Games”, refers to a specific game category aimed at women consumers. This study intends to offer an in-depth analysis of Otome gamers in Taiwan, discussing the meaning of playing Otome game in a gendered context. The whole study could be divided into three major parts: the gender politics of Otome games, the interpretation of gamers and the interrelation of gamers’ real-world experience and their gaming experience. In this sudy, I choose four Otome games to conduct text analysis. On the other side, I also interviewed 16 Otome gamers to realize their gaming experience. The study finds that the gender politics of game texts are variant. Otome games sometimes portrays relatively progressive gender relationship and challenge gender stereotype. However, conservative gender ideology could also be found in this genre at times. Gamers’ preference or criticism of story and characters in Otome games implies their gender ideological position, which is mostly shaped by the social context they situated in. Besides, gamers’ life experience, advice offered by their significant others, and cultural capital also significantly influence their interpretation and expectation of Otome game text. The study also finds that although gamers could recognize the gender politic problem in game text, finding “politically correct” content is not their major motivation for playing Otome games. As for gamers, playing Otome game is kind of “Database Comsumption” described by Azuma Hiroki (2001), in which gamers consume the affective elements they desire. At the same time, Otome games also fulfill female gamers’ demand for emotion work, which they fail to ask from men in real life.
LIOU, MAN-RU, and 劉嫚儒. "Consumption Trend for Otome Games by Taiwan 20 to 30 Years Old Female Players." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/34bzgk.
Full text世新大學
數位多媒體設計學系
107
With the advance of science and technology.Smartphone has become an indispensable part of life.This chapter is probe to otome games.This type of game character is very handsome and Romance in love story,but Playability is so low.Rich and interesting plot content as a buying point, there is not much innovation in the design of the game function. If there is no consumer to continue to pay, it is often a trend that gradually declines after the trend.This study explores the consumption behavior of female mobile game players aged 20 to 30 Years in Taiwan.
Ross, Dionne Laurie-Mei. "Réception et interprétation du couple dans les jeux otome : une approche anthropologique d’un corpus vidéoludique japonais." Thesis, 2020. http://hdl.handle.net/1866/25049.
Full textThis thesis tries to shed light on Japanese otome games and how player agency through the video game medium can lend itself to the exploration of new identities by the player and become a tool for cultural (re)negotiation. As otome games have been mainly created for female customers in the insular Japanese market, cultural ideals regarding female gender performance would logically be embedded in the various narratives that are presented, albeit this process may be unintentional by their creators. Since otome games hinge mostly on obtaining a successful romantic relationship with a male character, this seems to echo national criticism of female celibacy; women should fulfill their roles as wives and mothers through marriage. Although this ideal may not be upheld due to socioeconomic happenstance such as the crash of 1990 and has found pockets of resistance throughout the younger generation as time went by, this notion still permeates Japanese culture. That is not to say women who play otome games are bound to accept these roles. Through the use of play and their digital proxy that is their avatar, they can take part in the social prescribed order without submitting to it. Moreover, it could be seen as a way to subvert the original intent in doing so, as they embrace a relationship that is withdrawn from the social expectation of childbirth.
"My Real Fake Boyfriend: Gendered Performance, Female Agents, and Reclaiming the Female Gaze in Otome Gaming." Tulane University, 2020.
Find full textThis 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
Chen, Ching-Ying, and 陳靜瑩. "A Study of the Players’ Characteristic and Motivation of Participation through Otome Games from the Web Forum:「otomedream」." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/93488287729864716473.
Full text國立雲林科技大學
設計運算研究所碩士班
99
Otome Games are the love games for female and are the first game customized for female players. Love is the main element in the game story. The design attempts to attract female players and boost potential of the game market. The purpose of this study is to investigate the interrelationships between Players’Characteristic and Motivation of Participation through Otome Games from the Web Forum:「otomedream」.The method used here is web questionnaire. 1024 members were valid samples. Descriptive Analysis, Reliability Analysis, One-way ANOVA are applied in the data analysis. The results are as follows: 1. The players are mostly between the age 21 to 29, university students, single, female. Most of them are “Literary and Language” and “Science and Engineering” majoring students. In addition, the research of the relations between incomes and outlays for players, were found the workers who earned more but spend less money on video games, in contrast, the students earned less but spend more money to buy them. 2. The users always play Otome Games by PC. They often commented on Otome Games with girl friends and female internet friends. The preferences also differ between cultures. In Japan, “cast” is the most important factor in Otome Game, but in China, plot and characteristic are playing more important factors. 3. There was significant differences in motivation of participation through Otome Games for users who has different age, martial status, profession, major, monthly income, and monthly expenditure. Hoping the proposes and the recommendations from the results would be the direction and reference for game designer.
Books on the topic "Otome games"
Mishima, Yomu, and Monda. Trapped in a Dating Sim: The World of Otome Games is Tough for Mobs Vol. 1. Seven Seas, 2021.
Find full textTrapped in a Dating Sim: The World of Otome Games is Tough for Mobs Vol. 1. Seven Seas, 2021.
Find full textBook chapters on the topic "Otome games"
Wagner, Keith B., and Meng Liang. "Love and Producer as East Asian Transmedia: Otome Games, Sexless Polyamory, and Neoliberal Choice for Chinese and South Korean Young Career-Oriented Women." In Palgrave Series in Asia and Pacific Studies, 129–56. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-7857-1_7.
Full textTanikawa, Misaki, and Yumi Asahi. "The Study to Clarify the Type of “Otome-Game” User." In Human Interface and the Management of Information. Information and Interaction for Learning, Culture, Collaboration and Business,, 625–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39226-9_68.
Full text