||<p>My thesis focuses on the popularity of otome games in Japan and mainland China.
During the time of COVID-19, people have to stay at home and be isolated from their
families and friends. Thus, playing video games, individually or collectively, has
become a way to relax and socialize. I noticed that information about different otome
games can be easily seen online, and some players have spent a great amount of money
on them. As a female in my twenties, I myself am a target player of this game genre.
Thus, I became interested in the popularity of this genre of game.My thesis has two
chapters. After the Introduction, Chapter 1 discusses otome games from the cultural
perspective, and I argue that this game genre today is popular in both locations after
it is introduced from Japan to mainland China in the early 2000s. Furthermore, I explore
otome game’s “queer potential” to suggest that the game goes beyond its intended player
demographics, young heteronormative women. Chapter 2 analyzes the sociological implications
beyond gameplay itself and onto the social relationship fostered by otome game culture.
I argue that, as one of the manifestations of the popularity of this game genre, otome
dream has been brought from the virtual world to the real world, but this digital
intimacy has caused certain problems that may limit otome games’ possibilities to
be enjoyed and further developed. </p>