The Influence of Educational Background on the Self-Identity of Chinese Otome Game Players: A Comparative Study between Higher Education and Non-higher Education Players

This study examines how educational background affects the self-identity of Chinese Otome gamers, focusing on professional identity and intimacy ideals. Under the guidance of Erikson's self-identity theory, the study contributes to the extension of Erikson's self-identity theory in the context of East Asia as a case study. Applying qualitative methods, the study collects data through 13 in-depth interviews with participants with different educational levels, leading to the discussion in the context of Chinese social characteristics. The findings show that players with lower educational backgrounds are more inclined to explore diverse occupational roles in the game and are more attracted to roles with power. On the contrary, players with higher educational backgrounds tend to map out clearer career paths and regard gaming primarily as an emotional connection rather than career exploration. When it comes to intimacy, players with higher education prioritize emotional bonds and choose characters that fit the values of depth and stability. Meanwhile, the other group in this study prefer characters of higher economic or social status, reflecting traditional ideals of security and support. The study bridges the gap between Erikson's theory of self-identity as applied in the East Asian context and the lack of education level as a variable to be discussed in the field of Otome games. The results highlight the role of Otome games in influencing players' self-identity and emphasize the potential for designing games that offer diverse character exploration and emotional engagement in the future.

Authors

Institutions

Publication Details

Journal
Journal of Education and Educational Policy Studies
Published
2024-12-24
DOI
https://doi.org/10.54254/3049-7248/2024.19268
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

The Influence of Educational Background on the Self-Identity of Chinese Otome Game Players: A Comparative Study between Higher Education and Non-higher Education Players

Z. Li
Journal of Education and Educational Policy Studies
Impact of Technology on Adolescents
article

The Influence of Educational Background on the Self-Identity of Chinese Otome Game Players: A Comparative Study between Higher Education and Non-higher Education Players

Z. Li
article en

Abstract

This study examines how educational background affects the self-identity of Chinese Otome gamers, focusing on professional identity and intimacy ideals. Under the guidance of Erikson's self-identity theory, the study contributes to the extension of Erikson's self-identity theory in the context of East Asia as a case study. Applying qualitative methods, the study collects data through 13 in-depth interviews with participants with different educational levels, leading to the discussion in the context of Chinese social characteristics. The findings show that players with lower educational backgrounds are more inclined to explore diverse occupational roles in the game and are more attracted to roles with power. On the contrary, players with higher educational backgrounds tend to map out clearer career paths and regard gaming primarily as an emotional connection rather than career exploration. When it comes to intimacy, players with higher education prioritize emotional bonds and choose characters that fit the values of depth and stability. Meanwhile, the other group in this study prefer characters of higher economic or social status, reflecting traditional ideals of security and support. The study bridges the gap between Erikson's theory of self-identity as applied in the East Asian context and the lack of education level as a variable to be discussed in the field of Otome games. The results highlight the role of Otome games in influencing players' self-identity and emphasize the potential for designing games that offer diverse character exploration and emotional engagement in the future.

Journal of Education and Educational Policy StudiesVol. 3(1)
Science City York (United Kingdom) (GB), University of York (GB)
Quality Education
Openalex Percentile: Top 61%
Impact of Technology on Adolescents
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.