Simulated Intimacy, but Real Connection: Perceived Reciprocity and Romantic Closeness make Otome Fun to Play

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Authors: Nicholas David Bowman, Elena Yifei Zhao
Cited by: 0

Abstract

Otome games offer players the opportunity to form romantic relationships with NPCs. Drawing on Social Exchange Theory, we proposed that, in the context of otome game, reciprocity enhances the sense of romantic closeness with NPCs, which in turn lead to greater enjoyment and appreciation. Survey data from 293 Chinese otome players supported the model, suggesting that at least one of the reasons that otome gaming is so entertaining is that they provide players with relationships that those players engage as if they were authentically social. Descriptive results revealed high reciprocity scores and strong romantic connection with NPCs, which players feeling that their NPCs contributed more than themselves for the relationship. These findings challenge assumptions of perceived parasocial (re: one-sided) relationships in otome games, as players engage NPCs in ways that directly mirror how they engage, exchange, and interact with romantic others in a broader sense.

Fields of Study & Subjects

Digital Games and Media Attachment and Relationship Dynamics Educational Games and Gamification

Publication details

Journal / source
Syracuse University Libraries (Syracuse University)
Publication date
6 January 2026
Language
EN