Social patterns in visual novels: new communicative practices of youth

The study explores the influence of social patterns formed in visual novels on the communicative practices of youth. Based on the analysis of semi-structured interviews with players (N=8), the mechanisms of constructing in-game identity and their connection to real-world practices are revealed. The data demonstrate three key strategies for character selection: self-representation (striving for visual and characterological alignment with oneself), aesthetic experimentation (creating an idealized "self"), and narrative immersion (subordinating the character’s image to the setting’s logic). Players project personal values onto in-game choices, yet the transfer of these models into reality is limited due to the perceived artificiality of the game space. Dominant interaction patterns (focus on a single romantic favorite, instrumental friendships, ignoring secondary characters) reflect the pragmatism and selectivity characteristic of modern social interactions. At the same time, games act as a "simulator" for role-testing, allowing players to experiment with aggression, altruism, or impulsivity without real-world consequences. The primary impact of visual novels manifests through self-reflection (analyzing discrepancies between the "game self" and the real self) and cultural horizon expansion (studying mythology, history). Social activity is indirectly stimulated, primarily through plots related to university life. A conflict is identified between players’ demand for inclusivity (e.g., realistic body representation) and commercial templates reproducing beauty stereotypes. The results highlight the potential of visual novels as tools for digital socialization, particularly for youth, and the need to develop mechanics that overcome normative limitations. The study contributes to understanding hybrid forms of digital socialization amid the growing popularity of narrative-driven games.

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Publication Details

Journal
Nauka Kultura Obshestvo
Published
2025-09-29
DOI
https://doi.org/10.19181/nko.2025.31.3.5
Primary Topic
Youth Culture and Social Dynamics
Type
article
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article

Social patterns in visual novels: new communicative practices of youth

Anastasia Shvetsova, Anna Kazko
Nauka Kultura Obshestvo
Youth Culture and Social Dynamics
article

Social patterns in visual novels: new communicative practices of youth

Anastasia Shvetsova, Anna Kazko
article en

Abstract

The study explores the influence of social patterns formed in visual novels on the communicative practices of youth. Based on the analysis of semi-structured interviews with players (N=8), the mechanisms of constructing in-game identity and their connection to real-world practices are revealed. The data demonstrate three key strategies for character selection: self-representation (striving for visual and characterological alignment with oneself), aesthetic experimentation (creating an idealized "self"), and narrative immersion (subordinating the character’s image to the setting’s logic). Players project personal values onto in-game choices, yet the transfer of these models into reality is limited due to the perceived artificiality of the game space. Dominant interaction patterns (focus on a single romantic favorite, instrumental friendships, ignoring secondary characters) reflect the pragmatism and selectivity characteristic of modern social interactions. At the same time, games act as a "simulator" for role-testing, allowing players to experiment with aggression, altruism, or impulsivity without real-world consequences. The primary impact of visual novels manifests through self-reflection (analyzing discrepancies between the "game self" and the real self) and cultural horizon expansion (studying mythology, history). Social activity is indirectly stimulated, primarily through plots related to university life. A conflict is identified between players’ demand for inclusivity (e.g., realistic body representation) and commercial templates reproducing beauty stereotypes. The results highlight the potential of visual novels as tools for digital socialization, particularly for youth, and the need to develop mechanics that overcome normative limitations. The study contributes to understanding hybrid forms of digital socialization amid the growing popularity of narrative-driven games.

Nauka Kultura ObshestvoVol. 31(3)
Ural Federal University (RU)
Openalex Percentile: Top 65%
Youth Culture and Social Dynamics
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Social patterns in visual novels: new communicative practices of youth — Anastasia Shvetsova, Anna Kazko · Nauka Kultura Obshestvo (2025) | TGRS Research Map | TGRS