Analyse Female College Students' Emotional Needs from The Otome
Game Perspective
Ye Song
School of History, Culture and Tourism, Huaiyin Normal University, Huai'an, Jiangsu, 223001, China
Keywords: Standards in Choosing a Mate, Spiritual Bonding, Equal Relationship.
Abstract: Scholars have found that, to some extent, female players satisfy their emotional needs through the Otome
Game. This text will take the female college students as the object of the study and explore the influence of
the Otome Game on their views of love through in-depth interviews with a few female college students.
According to the research findings, on the one hand, the Otome Game makes up a certain extent of female
college students' emotional needs. On the other hand, there are also some findings that have presented those
female college students with new views on the standards of spouse selection, love attitudes, love purposes,
and so on. Female college students they should keep sober cognition all the time and contact more with
realistic males. Besides, the Otome Game needs to strengthen content review to enrich the plot and the
character design.
1 INTRODUCTION
In recent years, the game industry has released a
dating sim game, which has been very popular,
relying on diverse elements such as abundant plot
designs, perfect protagonist images, exquisite
pictures, and so on. The player will play a female role
who can experience love stories with different heroes
and choose different dialogue options to promote the
improvement of the story and complete it in the end
(Li, 2024). These games are called the Otome Game,
which has attracted many female college students.
Female group is the main audience of the game
because it can satisfy their appreciation of beauty,
interests and emotional needs. According to the latest
data in Qimai, as for October 2024, the estimated
amount of trade of Otome Game: Love and the Deep
Space, Like a kite, Outside of the world, Light and
Night ranked in the top four with the amount of 324
million, 288 million, 71. 4 million and 45. 12 million
respectively, which have reached 728 million. In
addition, according to the data from Frost&Sullivan,
the market size of Otome Game has increased
continuously and its proportion in the overall gaming
market has increased from 19% in 2018 to 32% in
2023 (Fang & Tian, 2024). Thus, it can be seen that
the Otome Game is rapidly rising.
There was a scholar who once analyzed the
generation and maintenance of Otome Game in his
article, and he also thought the game uses symbol
systems like language, narration, and interaction to
make players indulge in the "Pure Love Utopia" of the
game and complete the compensatory satisfaction of
emotions as well as identification (Ding, 2023). At
the same time, there was also a scholar who focused
on studying single female players who satisfied their
aesthetic and self pleasure through the game.
Moreover, he found a new emotional satisfaction
mechanism and concluded that the process of
emotional satisfaction has broken the dimensional
wall and has extended to real life by changing the
game mechanics. In synthesizing domestic and
foreign researches, a few researchers analyse
emotional operation mechanism hiding behind the
game from the generation and maintenance of
players' emotional perspective in domestic. While
some foreign scholars has found that the game
gradually became a medium which help the new era
women to make announcements. More studies
focused on feminine emotions to analyse the
connection between the game and feminine emotions
and explain the specific content and playing methods
of the game. However, this article will explore the
influence of this game on female college students'
love values and analyse their emotional needs
nowadays through interviewing a few female college
Song, Y.
Analyse Female College Students’ Emotional Needs from the Otome Game Perspective.
DOI: 10.5220/0013999600004912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 1st International Conference on Innovative Education and Social Development (IESD 2025), pages 473-478
ISBN: 978-989-758-779-5
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
473
students to promote further improvement of this field
in the new era. As the female college students is the
immature minded group, so it is definitely important
to guide them to establish healthy and correct love
values today because their experience and ideas are
different from each other for the game.
2 METHOD
2.1 The Concept of Undoing Gender
Theory
Undoing gender theory is the extension and
development of Doing Gender Theory, it says that
people proceed social interaction and carry out tasks
according to their roles not the fixed gender norms.
As fixed social norms and the characteristics of social
structure are been highly questioned and have
mobility, so people do this to eliminate gender
difference in daily life (Pinho & Gaunt, 2021).
From a traditional perspective, people think
"Women should lead inside while men should lead
outside", just like girls should choose dancing or
drawing as their hobbies while boys should like
outdoor activities such as playing football, basketball
or cycling. However, in today's rapidly developing
era, there have appeared many new phenomena on
vocational choice, family role division and some
other aspects. For example, males can be stay-at-
home fathers to take responsibility for taking care of
children and cleaning the house, while females can
also be a professional elite who is the economic pillar
of the family (Pinho & Gaunt, 2021). Boys can
choose dancing as their hobbies, and girls can be keen
on playing football (Hills et al., 2021). Changes in
these phenomena are presenting Undoing gender and
interpreting people challenging traditional gender
norms as well as gender inequality. One individual
does something or generates some kind of behaviour
is due to his/her interest or ideal not the fixed gender
norms. As the female college students of the
millennial generation, their views of love and
marriage appear differently to some extent to
traditional love views. In addition, the Otome Game
has prevailed among female college students to what
extent these games will impact their emotional
attitudes. As a result, based on the influence of
various factors, using the Undoing gender theory to
analyse how female college students proceed undoing
on their love and emotional appeal of women in new
era, which may help to know further about women
today and also to some extent develop Undoing
gender theory.
2.2 Research Design
This study mainly used semi-structured interviews,
starting with female college students who play the
Otome Game to analyse the impact of the game on
their views of love. By voice calls and video calls
online or just by an offline face-to-face conversation
with female college students to learn about their
thoughts, attitudes, and views. The interview method
is pretty flexible so it can help to understand more
information about interviewees deeply. For example,
this method may help to guess students' mental
thoughts through their micro expression changes and
adjust issues timely on the basis of their answers and
reactions.
This research mainly choose 7 female college
students who have played Otome Game not less than
6 months as interviewees (As shown in Table 1).
There is more than one reason for choosing them as
interviewees, not only the female college students are
the major players of the game but also they are more
typical and symbolic to show women's views of love
and emotional needs in the new era.
On the basis of their answers on motivations for
playing the game, achievements they got from the
game, opinions on the game and so on, design the
outline of questions. The questions mainly involve
the duration of playing the game, how to contact with
the game at first, the reason for insisting on playing
the game, different experience on virtual love and real
love and so on. The interview time for each
interviewee is about 30 minutes.
Table 1: Information of each interviewee.
Number Age Duration of playing
game
Relationship
status
S1 21 8 months Singe
S2 22 half a year In love
S3 21 1 year Single
S4 21 1 year In love
S5 21 two and a half years Single
S6 23 8 months Single
S7 21 1 year Single
IESD 2025 - International Conference on Innovative Education and Social Development
474
3 RESULT
3.1 Analysis of The Influence of Otome
Game on Female College Students
Learning from conversations with interviewees, the
contact with heroes in the game has influenced them
in some aspects and they represent their unique ideas
about love as new era women.
3.1.1 Improve Self-Confidence and
Self-Identification
Players have improved self-confidence and self-
identification through Otome Game and at the same
time, the game also develops their positive attitude to
life. Each interviewee said that the hero in the game
is almost perfect, even the appearances and characters
of all heroes are consistent with players' ideal type.
The hero's personality charm and sexual tension
increase students' motivation to play the game.
Except for the hero's good looking and good shape,
what is most important is that the hero respects and
takes care of female players. They give players
unconditional love, companionship, understanding
and sufficient emotional value in various stories. All
the heroes centered around players and praised them
for making players grow up to be loved. For instance,
Xu Mo, a hero in the game Love and Deep Space,
once told a player that "You are the only colour in my
eyes". Acclaim and recognition like this are common
in Otome Game, which will improve the self-
confidence and self-identification of players
gradually. From S5's saying "This is a game that helps
me become a better and more confident person to love
this world. " Meanwhile, the positive attitude that
heroes show to players also makes female college
students feel they are valuable, cherished and
important, so they should love themselves more and
strive to become better.
3.1.2 Higher Standards in Choosing a Mate
When players usually interact with a nearly perfect
hero, those female college students may project the
hero image standard onto reality, thus increasing the
standard and requirement that they look for a mate in
real life. They may compare the image of heroes in
the game and males in reality, which can be analyzed
by the theory of network mimetic environment. The
concept of pseudo-environment is proposed by
Walter Lippmann who thinks the information
environment formed by mass media is not the mirror
reproduction of the objective environment, but a
reshaping pseudo-environment created by symbolical
events or processed information (Xu, 2023). The
image of those heroes in the Otome game is a
recreated pseudo-environment. If female college
students interact with these perfect virtual heroes,
they will put the standard of men at a higher level.
Although female college students may know that
perfect people like in the game hardly appear in real
life, their subconsciousness dominates their
behaviors. Once their standards on men reach the top
of the pyramid, they may be hardly willing to lower
standards in their minds. Just like S5 once said that:
"I have met such excellent men in the game, so it is
sure that I don't want to meet a boy who has common
abilities or even worse." Otherwise, there will be a
sense of unevenness in her mind. What is even worse
is when students find there isn't anybody who
matches their standards in their minds, they may feel
disappointed about men in real life and devote
themselves to virtual love, which will strengthen their
dependency on virtual emotion.
3.1.3 Pursuing Soulmates for Spiritual
Bonding and Equal Relationship
In the traditional world, people think that women
should choose men who have similar or even higher
incomes economically (Shu-Li & Ying, 2024).
However, findings from answers by interviewees
show that female college students long to find an
equal relationship of love with a soul mate who has a
spiritual understanding with them. After interacting
with heroes deeply in the game, what appeals to
players most is not the hero's good looks and shape
but the love and esteem that heroes give to female
players (Ni & Zhang, 2023). For example, the hero in
a game called Like a Kite once said a sentence "The
destiny ought to fall in women." Notably, the hero
doesn't oppose women's struggle for power, but they
support women to do everything that they want in the
game society. Similarly, Guang Lingwang, a role that
a female player plays, is an intelligent and
independent heroine in the game. She dares to love
and hate with stable emotions, not a traditional
woman who is mild and submissive under the
patriarchal system but dares to be herself by
challenging traditional social norms on her behaviors,
which shows people how she is undoing gender.
Guang taught each female player that soft and
obedience are never pronouns of women, females
Analyse Female College Students’ Emotional Needs from the Otome Game Perspective
475
should live for themselves, just like the saying, "The
ending of Otome Game is to teach each girl to love
themselves more, loving myself makes me feel happy
and warm." (S4, as shown in Table 1).
Heroes in the game never look at themselves with
a higher status, not to mention that they oppose
heroines to pursue their dreams and careers. Besides,
the female player can be a supporter who stays with
the hero facing difficulties to encourage him to cheer
up. The love between them is pure and simple; they
are lovers who make joint efforts for a better future.
Female college students gain a spiritual
understanding and experience an equal relationship of
love from the hero. As a result, in a society full of
fierce competition and distant interpersonal
relationships at present, female college students want
to find a soul mate who can achieve spiritual
resonance with them, not just satisfy the economy
simply (Li, 2024).
3.1.4 Be More Rational and Positive Times
Love
The Otome Game makes female college students
more rational and positive to love. The full emotional
values and excellent love experience provided by the
hero have made up single female college students'
emotional absence to some extent. When the student
has a date with the hero, she also learns about a
healthy method of love, which will help to improve
their recognition of playboys in reality. Moreover,
female college students become more rational about
love than before because they have been looked after
well by heroes in the game, so they know what true
love is, which will help them reduce the possibility of
choosing a playboy as their boyfriend. In addition,
female students become more peaceful to love. They
don't want to fall in love with a boy hurriedly or
casually but just let the nature to take its course. It is
also glad that they are more positive about love than
before S1 said: "Before playing Otome Game, I'm not
interested in falling in love with others, I think I can
look after myself well. But after playing it, I have
found that I'm looking forward to finding a boy who
can give warmth and love to me. Maybe he just stays
in a corner of the world; I haven't met him yet." The
interaction with the hero has made female college
students have no expectations of loving, be more
positive about love, and look forward to finding a boy
to take care of them.
3.2 Problems
At the same time as Otome Game is bringing a few
positive influences on female college students, there
are also some problems and irregular phenomena
generating, which should not be ignored either.
3.2.1 Increasing the Difficulty of Finding a
Lover
An immersive experience in virtual love for a long
time will make female college students bring the
perfect image of the hero into reality unconsciously
and increase the standards of spouse selection in real
life. Everyone has their strengths and weaknesses in
reality, so it is impossible for real men to do
everything perfectly as those heroes in Otome Game.
If female college students keep that high standard in
mind to find boyfriends in reality, it will even
increase the difficulty of finding a suitable lover and
generate a sense of unevenness by comparing the
image of males between the virtual world and real
life. If students can't address the sense of unevenness
well, they will even rely on virtual love more than
before to gain emotional needs and become resistant
to real men.
3.2.2 The Irregularity of the Plot in the
Otome Game
In addition, the Otome Game is designed for female
players to play. However, some games' production
teams are mostly composed of male producers, and
there are some irregular phenomena, such as opening
yellow guns and talking rotten memes in individual
games, which spread unhealthy and incorrect loving
values to female college students. Female players also
feel uncomfortable with some heroes' inappropriate
behaviors (Peng et al., 2023), it is harmful and
disrespectful to female college students.
4 DISCUSSION
4.1 Increasing the Interaction vs. The
Real World and Understanding of
Real Men
Female college students should control the playing
time of Otome Game, and when they enjoy it
temporarily, they ought to return to real life and
contact real men positively and actively. The hero is
IESD 2025 - International Conference on Innovative Education and Social Development
476
shaped nearly perfectly in the game that has a large
gap with real men in reality. Besides, the para-social
interaction shaped in the process of interacting with
heroes in virtual love caters to female college
students' emotional needs (Wang & Yang, 2023).
However, it is unavoidable that the Otome Game may
make students out of touch with reality because some
students are immature and addicted to the game
(Zhang & Chen, 2022).
There are more than 2/3 of interviewees recharging
in the game, and the money spent on the game is
roughly up to 2000 or even more yearly. Some of the
students think it is time-consuming and energy-
consuming to have a date in reality, so they are
attracted by the comfortable zone of the Otome Game
(Ding, 2023). However, the essential purpose of the
game is to pursue profit and efficiency, does the game
solve single women's emotional problems
fundamentally? The answer is not. Female college
students are becoming involved in the "Emotional
McDonaldization" system when they recharge and
complete tasks in the game (Ding, 2023). The money,
time, and energy that players pay in the game are
converted into cold numbers that lack human
feelings. Their emotional need is satisfied at that
moment merely, but when players face troubles and
ask for help in reality, it is clear that those heroes will
not jump out of the screen to give help or care to
players in a timely. As a result, female players should
draw boundaries between the virtual world and real
life as well as learn to accept and understand real men.
Thus, it can reduce the sense of unevenness in players'
minds possibly.
4.2 Regulate the Game Plot and Spread
Healthy Values
For the Otome Game to spread correct and healthy
values, it needs to regulate the pot and enrich
character design. Learned from interviewees that
there are some irregular phenomena, such as opening
yellow guns and talking rotten memes in individual
games, and players feel uncomfortable with some
heroes' inappropriate behaviors. To eliminate these
phenomena, on the one hand, it is significant for the
production teams to review character role settings
more carefully and innovate the heroes' images
diversely, which may help to avoid the aesthetic
fatigue of players. When designing the heroes'
personalities, designers can also integrate the
characteristics of real men to strengthen the reality in
the game and avoid bringing one-sided cognition of
men's image to female players (Peng et al., 2023). On
the other hand, game developers should check plots
carefully to ensure that the contents of the stories
ought to meet women's psychological needs and
represent respect and equality of love. The developers
can add some cases happening to real couples in life,
which will strengthen the truth of interaction between
heroes and players as well as spread healthy values of
love to female college students. If the game designers
and developers can innovate and check the details
discussed above, it can not only promote the
sustainable development of Otome Game but also
guide female college students to view love in real life
positively and correctly.
5 CONCLUSION
This study has found that female college students
have built a mutually respectful and equal
relationship of virtual love where students have
gained sufficient emotional needs and excellent
experience of loving with heroes. The warmth and
care provided by heroes in the game make players
improve self-confidence and self-identification. They
have also realized their values and are known to love
themselves more than before. Meanwhile, the game
impacts students' views of love and marriage
gradually. It is concluded that they become more
positive and rational about love, but their standards of
spouse selection are higher than before. What's more,
they pursue finding a soul mate who has spiritual
resonance with them and wants to construct healthy
relationships with their boyfriends. In general,
playing Otome Game promotes the consciousness of
women to awaken and boost the growth of females in
a new era. However, to prevent players from
indulging in the virtual world, female college students
are asked to improve self-control while playing the
game and build correct, realistic cognition. Besides,
the coordination of game designers is not neglected,
they should stick to resist vulgar phenomena and
ensure the spread of correct values to players. With
the rapid development of the era, the emotional needs
of female college students are becoming more and
more complex, and the influence factors of their
loving values are becoming more varied. There is still
a need for comprehensive and in-depth studies on
how to ensure their healthy growth and satisfy their
diverse emotional needs in the future.
Analyse Female College Students’ Emotional Needs from the Otome Game Perspective
477
REFERENCES
Ding, Z. 2023. The McDonaldization of Emotions: Talk
about the generation and maintenance of emotions-
Taking Light And Night as an example. Beauty and
Times (5): 104-109.
Fang, G., Tian, P. 2024. The first Otome Game is continu-
ously going out of circles, and IP value development
space may be opened-Industry depth report. Shanghai:
Kaiyuan research.
Hills, L. A., Maitland, A., Croston, A., Horne, S. 2021. It's
not like she's from another planet: Undoing gender/re-
doing policy in mixed football. International Review
for the Sociology of Sport 56(5): 658-676.
Li, Y. 2024. Accelerating society and feminist ideology:
Exploration and analysis of "structure of feeling." Pub-
lic Communication of Science & Technology (16).
Ni, T., Zhang, L. 2023. Emotional links in Para-social In-
teraction- Exploration and reflection on the marketing
of Otome Game. Digital Publishing Research 2(S02):
99-105.
Peng, J., Wang, J., Yang, X., Song, W. 2023. Research on
guidance and communication strategies about female
college students' values on love- Based on a case study
of the Otome Game group. Journal News Research
14(1): 97-100.
Pinho, M., Gaunt, R. 2021. Doing and undoing gender in
male carer/female breadwinner families. Community,
Work & Family 24(3): 315-330.
Shu-Li, D., Ying, L. 2024. The youth's view of marriage in
Chinese mainstream media discourse-a corpus-assisted
three-dimensional discourse analysis. Journal of Liter-
ature and Art Studies 14(4): 284-289.
Wang, Y., Yang, Z. 2023. Untouchable Lover--Research on
emotional satisfaction of single young women group in
the Otome Game. Digital Publishing Research 2(S02):
106-113.
Xu, Z. 2023. Elimination of psychological issues and emo-
tional crisis of empty nest youth in network mimetic en-
vironment. Advances in Psychology 13: 1840.
Zhang, X., Chen, Z. 2022. How the "Paperman" captures
the female users emotional communication and mainte-
nance. Journal of Changzhi University 39(4): 58-64.
IESD 2025 - International Conference on Innovative Education and Social Development
478