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

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.

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Publication Details

Journal
ScholarSpace (University of Hawaii at Manoa)
Published
2025-12-23
Primary Topic
Digital Games and Media
Type
article
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article

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

Elena Yifei Zhao, Nick Bowman
ScholarSpace (University of Hawaii at Manoa)
Digital Games and Media
article

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

Elena Yifei Zhao, Nick Bowman
article en

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.

ScholarSpace (University of Hawaii at Manoa)
Reduced inequalities
Openalex Percentile: Top 23%
Digital Games and Media
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