Abstract

With the rapid economic development of the world after 2000, games, as a way of entertainment for people in real life, occupy the main entertainment life of people with the characteristics of simple, quick, and highly entertaining. In the East Asian market, based on the particularity of East Asian female players, mobile games are developed exclusively for women in terms of various senses, game Settings, and plot development, so as to meet the fantasy and demand of some East Asian women for perfect love partners. But the ballyhooed development of the Otome game unavoidably can receive partial male dissatisfaction in society. In the market, there is relatively little research on the social factors behind womens preference for virtual boyfriends and the Otome games, as well as the research on players emotional and psychological activities. Most of the research is from the perspective of theory and market analysis. It is difficult to really have a mental and emotional connection with female players of the Otome games. Only by starting from the players themselves and exploring their real thoughts, attitudes, and in-depth levels can we draw relevant conclusions and look forward to the future of the Otome games.

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