Structured Generation of Virtual Intimate Relationships: Emotional Agency and Subject Construction in Otome Games
DOI:
https://doi.org/10.54097/1ft5n158Keywords:
Virtual Intimate Relationships, Otome Game, Emotional Agency, Subject Construction, Digital Emotional ConsumptionAbstract
Using otome games as the focus of the analysis, this paper focuses on the structural construction and the formation of virtual intimate relationships. Based on this base, it also delves into the rationale underlying the players making choices autonomously and their expressive actions in emotional interactions, revealing the actual state of their emotional involvement. This analytical framework also guides the study to synthesize the particular process and underlying mechanism that creates individual identity in digital spaces. Digital technologies and standardized design support the creation of otome game content with character configurations, branching narrative, and affection mechanics together forming a strict structure. This structure allows the mass production and reproduction of virtual intimate relationships, thus enabling the scalabilization of emotional practice. Players break free from passive acceptance during the interaction process and rely on their own choices to lead the emotional relationship and define the form of intimate relationships, thus completing the expression of emotional agency. Based on publicly available research data and user behavior in the gaming industry, it can be concluded that virtual intimate relationships are not only entertaining emotional experiences, but also an important way for contemporary youth to reconstruct self-identity and shape independent subject consciousness in digital scenarios. This study can provide a reference perspective for interpreting the development characteristics of emotional culture in the digital age, and also provide empirical support for subsequent research on similar issues.
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