Otome Games: Narrative, Gender and Globalization
dc.contributor.advisor | Ching, Leo | |
dc.contributor.author | Lopez, Caitlin | |
dc.date.accessioned | 2019-06-22T20:01:50Z | |
dc.date.available | 2019-06-22T20:01:50Z | |
dc.date.issued | 2019-04-04 | |
dc.department | Asian and Middle Eastern Studies | |
dc.description.abstract | The goal of the thesis is to answer the question of how otome (maiden) games, despite their heavily cultured origins, have been able to create playable romance narratives that a global audience can understand, relate, play, and enjoy. In order to do so, the thesis utilizes Hakuōki: Kyoto Winds, an otome game focused on romancing the young men of the Shinsengumi (special force who served under the military government in the Bakumatsu period), as a focus. Chapter 1 examines otome games through its narrative structure and gameplay mechanics, such as: avatar immersion, historical narrative, and the visual style of dynamic immobility. Chapter 2 discusses otome games as gendered games for women with a focus on their portrayal of traditional gender roles and their ability to create game spaces in which women can play with their identity. Chapter 3 explores the globalization of the otome game genre, paying attention to the internationalization and localization of the games. This is especially a topic of interest because otome games, as their name would indicate, are culturally coded and yet that has not deterred the game genre’s success outside of Japan. | |
dc.identifier.uri | ||
dc.language.iso | en_US | |
dc.subject | Otome | |
dc.subject | Video games | |
dc.subject | Globalization | |
dc.subject | Gender | |
dc.subject | Mechanics | |
dc.subject | Narrative | |
dc.title | Otome Games: Narrative, Gender and Globalization | |
dc.type | Honors thesis | |
duke.embargo.months | 0 |
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