Week 2 Participate-Observation

[Last modified: October, 13 2024 10:27 AM]

My research project focuses on exploring the experiences and impacts of playing otome games, a genre of story-based video games where players pursue romantic relationships with male characters. However, conducting a participatory observation of otome games in a campus setting poses unique challenges. Unlike public or social activities, otome games are often played in private, as they are intimate experiences tailored to personal tastes and emotional connections. Most players, especially women, prefer to engage with these games in a comfortable, private environment rather than in public spaces like campuses.

To navigate this challenge, instead of attempting to observe players directly in public, I could focus on understanding the broader context of otome games and their players’ motivations under different backgrounds such as player’s rooms or private environments. This led me to explore online forums, communities, and review platforms where players share their experiences and thoughts about these games.

I started my exploration by joining several online communities dedicated to otome games. These platforms, such as Weibo Supertalk and specialized gaming forums, are rich with discussions, reviews, and personal stories from players. By immersing myself in these online spaces, I could gain insights into the emotional and psychological aspects of playing otome games without intruding on the players’ privacy.

One of the key observations I made was how players use otome games as a form of escapism and emotional fulfillment. Many shared that these games provide a safe space to explore romantic fantasies and develop connections with characters in a way that is often more controlled and satisfying than real-life interactions. This aspect of control and customization is a significant draw for players, as it allows them to craft their ideal romantic experiences. Additionally, I found that otome games often serve as a coping mechanism for players dealing with stress or loneliness. The narratives and character interactions offer comfort and a sense of companionship, which can be particularly valuable for those who feel isolated. The ability to choose different story paths and endings also gives players a sense of agency and empowerment.

I hope to know about the deep emotional connections and how this can change social practices that otome games offer to their players. This understanding not only enriches my research but also highlights the importance of respecting the private nature of these gaming experiences.

Week 1 Research Proposal

[Last modified: October, 6 2024 10:12 AM]

Topic: Otome Game (An otome game is a story-based romance video game targeted towards women with only a female protagonist as the player character.)

Title: How female players build intimate or social relationships with male digital characters.

Research Question: Can female Otome players build intimate or romantic relationships with virtual male characters? Will this have an impact on the construction of real-life relationships such as interactivity and interpersonal relationships?

Methods: 

Observation: Observe the process of Otome female players playing games, from the main storyline to the “date” plot, observe their emotional fluctuations, body movements, and language used with their boyfriends or husbands (favourite characters), and record them for comparison.

Participation: Participate in the Otome game by myself, choose a well-known one in China especially, experience the “dates” and “phone calls” with five male characters, and record my emotions, body movements, and daily gaming time towards my favourite character.

Semi-structured interview and structured interview: Conduct structured and unstructured interviews with individuals to obtain their views and understanding of Otome games, as well as their choices and perspectives on digital virtual characters and male characters in real life.

Potential findings

  • many female players form strong emotional bonds with the virtual male characters, experiencing genuine affection, joy, and even heartbreak.
  • Some players might use Otome games as a substitute for real-life romantic relationships, especially if they are currently single or dissatisfied with their real-life relationships.
  • Conversely, some players may find that their real-life relationships suffer due to the time and emotional energy invested in the games, leading to neglect of real-life partners or unrealistic expectations from real-life relationships.
  • Participation in Otome game communities might provide players with a sense of belonging and shared identity, fostering friendships and social connections based on mutual interests.

Because I think the ‘Game’ itself can be seen as one part of Digital Anthropology, so this kind of participatory characteristic of games and the theoretical knowledge base can be supplements of the above methods.

Ps: I have a question about whether we can use our ‘own experience’ in the fieldwork because there is no theoretical evidence to prove the accuracy of our own experience.

Thank you!

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