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Beyond the Screen: Exploring the Emotional and Social Impact of Otome Games on Global Players

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European Society for Socially Embedded Technologies (EUSSET)

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Following the growing popularity of Otome games in 2024, this late-breaking study combines qualitative interviews with existing literature to provide an initial understanding of the gaming experiences and reflections of six global male and female players. The research investigates the dynamics of parasocial interactions between players and in-game characters, examining how these interactions influence offline relationships and exploring the motivations and emotional needs of otome game players. It also considers how Otome game settings impact players’ emotional and mental wellbeing. Based on these insights, the study proposes implications for game design, encouraging developers to consider inclusivity, player agency, and player-disengagement factors in creating Otome games that foster both player empowerment and personal growth, rather than purely focusing on profit. Additionally, concerns about teenage players and their potential vulnerabilities are raised. The study concludes with suggestions for future research directions to further explore these issues.

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Zhang, Viana Nijia; Vlachokyriakos, Vasilis (2025): Beyond the Screen: Exploring the Emotional and Social Impact of Otome Games on Global Players. Proceedings of the 23rd EUSSET Conference on Computer Supported Cooperative Work. DOI: 10.48340/ecscw2025_ep05. European Society for Socially Embedded Technologies (EUSSET). EISSN: 2510-2591. Exploratory Papers. Newcastle upon Tyne, United Kingdom. June 30th – July 4th, 2025

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Otome games, Understanding players, Emotion, Social relationships

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Except where otherwised noted, this item's license is described as https://creativecommons.org/licenses/by/4.0/