Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces

This article explores the dynamic interaction between otome games and fictosexuality, focusing on how these digital spaces provide a platform for challenging traditional gender norms, particularly within the context of Chinese society. Through the lens of queer theory, the study emphasizes that otome games are not only sources of entertainment but also cultural tools that reflect and shape attitudes toward gender, desire, and intimacy. The increasing acceptance of fictosexuality—sexual or romantic attraction to fictional characters—within the context of otome games disrupts mainstream notions of heterosexuality and opens new avenues for understanding both real and virtual relationships. Additionally, the analysis reveals the potential of social media in fostering these discussions, enabling players to form communities where they can express their desires, emotions, and identities without the constraints imposed by traditional societal norms. While queer identities in otome games have been commercialized, this genre significantly contributes to the empowerment of women and queer players by offering alternative narratives that allow for self-exploration and resistance to societal expectations. The article provides unique insights into the impact of intimate relationships in digital spaces on real-world social norms, promoting broader discussions of gender and sexuality within Chinese digital culture.

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Publication Details

Journal
Science, technology and social development proceedings series.
Published
2024-11-10
DOI
https://doi.org/10.70088/27zrz226
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces

Yan Sun
Science, technology and social development proceedings series.
Digital Games and Media
article

Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces

Yan Sun
article en

Abstract

This article explores the dynamic interaction between otome games and fictosexuality, focusing on how these digital spaces provide a platform for challenging traditional gender norms, particularly within the context of Chinese society. Through the lens of queer theory, the study emphasizes that otome games are not only sources of entertainment but also cultural tools that reflect and shape attitudes toward gender, desire, and intimacy. The increasing acceptance of fictosexuality—sexual or romantic attraction to fictional characters—within the context of otome games disrupts mainstream notions of heterosexuality and opens new avenues for understanding both real and virtual relationships. Additionally, the analysis reveals the potential of social media in fostering these discussions, enabling players to form communities where they can express their desires, emotions, and identities without the constraints imposed by traditional societal norms. While queer identities in otome games have been commercialized, this genre significantly contributes to the empowerment of women and queer players by offering alternative narratives that allow for self-exploration and resistance to societal expectations. The article provides unique insights into the impact of intimate relationships in digital spaces on real-world social norms, promoting broader discussions of gender and sexuality within Chinese digital culture.

Science, technology and social development proceedings series.Vol. 2
University of Sheffield (GB)
Gender equality
Openalex Percentile: Top 67%
Digital Games and Media
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Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces — Yan Sun · Science, technology and social development proceedings series. (2024) | TGRS Research Map | TGRS