阿凡达
民族志
中国
心理学
透视图(图形)
浪漫
社会心理学
实证研究
电子游戏
广告
社会学
计算机科学
多媒体
人机交互
政治学
人工智能
认识论
精神分析
哲学
业务
法学
人类学
作者
Qinyuan Lei,Ran Tang,Hilda P.Y. Ho,Han Zhou,Jingyi Guo,Zilu Tang
标识
DOI:10.1145/3613904.3642306
摘要
Otome games (also known as romantic video games, or RVGs) are story-based video games that are designed for young women, simulating the experience of a romantic relationship. Players are invited to adopt the female avatar's perspective in the story and date one or more of the male characters. Our empirical study focuses on the different types of social support among the players of the Chinese otome game Mr. Love: Queen's Choice. We discovered that although the game was initially designed to be a consumer product aiming to profit from a largely marginalized and stigmatized group of gamers, i.e., young female gamers, the game has created a gaming community in which the players seek and provide each other with social support. We primarily use ethnographic methods, including participant observation and in-depth interviews. Our study contributes to HCI research on mediated social support in game.
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