What is Love?Virtual Intimacy and Real Power in Otome Games, Cosplay Commissions, and Role-play Chatting
(2025) MKVM13 20251Media and Communication Studies
Department of Communication and Media
- Abstract
- This thesis explores how young urban Chinese women construct virtual intimate relationships within the context of otome games and related practices, Cosplay commissions and role-play chatting (RPC). By combining autoethnography and semi-structured interviews, the study delves into the emotional practices and gender dynamics that emerge from players’ engagement with virtual romance and semi-virtual romantic services. The findings reveal that otome games create a mediated space where players can explore personalized companionship and emotional immersion through both the games and their related practices, forming a temporary experimental space for pure relationships, as far removed from real-life constraints as possible. In particular,... (More)
- This thesis explores how young urban Chinese women construct virtual intimate relationships within the context of otome games and related practices, Cosplay commissions and role-play chatting (RPC). By combining autoethnography and semi-structured interviews, the study delves into the emotional practices and gender dynamics that emerge from players’ engagement with virtual romance and semi-virtual romantic services. The findings reveal that otome games create a mediated space where players can explore personalized companionship and emotional immersion through both the games and their related practices, forming a temporary experimental space for pure relationships, as far removed from real-life constraints as possible. In particular, through Cosplay commissions and role-play chatting, clients engage in intimate interactions with virtual lovers portrayed by female players, thereby challenging traditional gender role divisions. Although these emotional investments are inevitably influenced by consumer culture and the commodification of feelings, virtual romantic practices still offer a chance to rethink traditional models of intimacy. If emotions can be substituted and satisfied, and gender can be performed, then can traditional models of intimacy also be redefined? Through a critical analysis of the negotiation of emotional autonomy within virtual romantic contexts, this study emphasizes that otome games and related practices not only provide an alternative form of relational fulfillment but also reflect the broader socio-cultural tensions surrounding love and intimacy faced by contemporary Chinese women. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9188714
- author
- Zhou, Tingting LU
- supervisor
-
- Joanna Doona LU
- organization
- course
- MKVM13 20251
- year
- 2025
- type
- H2 - Master's Degree (Two Years)
- subject
- keywords
- Virtual Intimacy, Immersion, Parasocial Interactions, Pure Relationship, Gender Performance, Gender Power Dynamics
- language
- English
- id
- 9188714
- date added to LUP
- 2025-07-03 16:40:53
- date last changed
- 2025-07-03 16:40:53
@misc{9188714, abstract = {{This thesis explores how young urban Chinese women construct virtual intimate relationships within the context of otome games and related practices, Cosplay commissions and role-play chatting (RPC). By combining autoethnography and semi-structured interviews, the study delves into the emotional practices and gender dynamics that emerge from players’ engagement with virtual romance and semi-virtual romantic services. The findings reveal that otome games create a mediated space where players can explore personalized companionship and emotional immersion through both the games and their related practices, forming a temporary experimental space for pure relationships, as far removed from real-life constraints as possible. In particular, through Cosplay commissions and role-play chatting, clients engage in intimate interactions with virtual lovers portrayed by female players, thereby challenging traditional gender role divisions. Although these emotional investments are inevitably influenced by consumer culture and the commodification of feelings, virtual romantic practices still offer a chance to rethink traditional models of intimacy. If emotions can be substituted and satisfied, and gender can be performed, then can traditional models of intimacy also be redefined? Through a critical analysis of the negotiation of emotional autonomy within virtual romantic contexts, this study emphasizes that otome games and related practices not only provide an alternative form of relational fulfillment but also reflect the broader socio-cultural tensions surrounding love and intimacy faced by contemporary Chinese women.}}, author = {{Zhou, Tingting}}, language = {{eng}}, note = {{Student Paper}}, title = {{What is Love?Virtual Intimacy and Real Power in Otome Games, Cosplay Commissions, and Role-play Chatting}}, year = {{2025}}, }