The Influence of Otome Game on Women’s Thought in China
Xun Zhang
College of Media and Communication, University Of New South Wales, Sydney, NSW, 2052, Australia
Keywords: Female Independence, Female Staring, Social Relationship Development, Feminism.
Abstract: Otome Game have become increasingly popular among Chinese female players, not only because of its
aesthetic appeal and famous voice actors, but also because its plot and character design are in line with
contemporary women's pursuit of independence. Through multi-modal narration and immersive experience,
such the game provides a virtual world for female players perfect partner image, strengthen female
independence consciousness, and provide a space to female players for self-identification and social
relationship development, reflecting contemporary women's pursuit of equality and respect. As the number
of female gamers increases and the gaming market expands, Otome Game is becoming a cultural phenomenon
that promotes social progress and focuses on women's rights. In the meantime, the female characters show
the phenomenon of "staring" in the game, including the mutual staring between women and women become
the main body of staring, which is the outstanding feature of the current Otome Game under the growing
development of feminism. Through its unique narrative and interaction, Otome Game giving a space for
female players to develop self-identity and social relationships, while entertaining players. The game reflects
contemporary women's pursuit of equality and respect, and promotes social progress and concerns the realistic
rights and interests of women.
1 INTRODUCTION
Otome Game is a love simulate game targeting
women players. Such games are characterized by
beautiful pictures, beautiful roles, and majority of
them have famous dubbers throughout the dubbing.
All of them are love themed games, but Otome
Games can not be equated with love games, Because
the female game is often accompanied by friendship,
family and other emotions, as well as the female
career line and other plots of personal life, different
from the love game in which the female can only rely
on the male life. According to the latest statistics, in
2019, the number of women users is 300 million,
accounting for 46% of the total game users in China,
and the marketing revenue is 526.8 million,
accounting for 22.8% of the total revenue. In fact,
prior to 2017, women represented a smaller share of
the gaming market due to product development,
operations, and fewer female-only mobile games.
However, this situation changed in 2017, because the
appear of highly representative Otome Game lovers
and producers led to the development of the female
mobile game market, in the Chinese game market the
consumption scale of female users grew rapidly from
312.3 million yuan in 2016 to 430.7 million yuan in
2017. Data statistics as of February 2018, women
mobile game users penetration rate reached 34. 6%,
the users size reached 2. 900 million. The average
number of installs per female mobile game user is
approximately 3. 77 mobile game apps. Among them,
the local Otome Game in China Love and producer
with a high penetration rate of 66.9% ranks second on
the list of female users' preference (Chen, 2020).
Through the data can be analyzed, in contemporary
society, Otome Games are more and more popular
among women, because modern and contemporary
women pay more cautious about the idea of women
independence, so Otome Games help women bring
the perfect partner in their minds to reality, also guide
or support the idea of female independence through
the plot. The popularity of these games is also closely
related to the changes of the times and the young
generation's view of love and mate selection, which is
a kind of fast food emotional consumption and
subjective practice. Otome Game can use the role to
express and construct their own views of love and
mate selection, and the game experience also gives
the player a richer and more fulfilling life experience.
Similarly, these games construct a new social
structure for women in which the status of women is
promoted, and in some games the female figure can
Zhang, X.
The Influence of Otome Game on Women’s Thought in China.
DOI: 10.5220/0014116000004942
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Applied Psychology and Marketing Management (APMM 2025), pages 391-395
ISBN: 978-989-758-791-7
Proceedings Copyright © 2026 by SCITEPRESS – Science and Technology Publications, Lda.
391
be the pharaoh of Egypt, the queen of the empire, or
the leader of the game of flight and death. They use
this plot design to help women pay attention to their
social status, while emphasizing women's rights and
interests, and through these events, feminism has
become a hot topic in society recently. The research
topic of this thesis is about the influence of Otome
Game on Chinese women's thoughts and the
promotion of feminist development.
2 DEPICTIONS OF WOMEN IN
OTOME GAMES
The women character images of Chinese women in
the game show the female subjectivity consciousness
and the post-feminist thoughts of striving for
women’s individuality, autonomy. Breaking the
patriarchal barrier in physiognomy, ability setting,
professional identity and character. At same time, the
female roles in each game are completely different,
reflecting the diversity of female social images
(Ganzon, 2022). Such as the game Light and Night ,
the female image is an intern designer who opens her
own brand step by step through her own efforts. In the
game Pending Matter Book is an administrative
lawyer. And professions such as lawyers or designers
are generally considered to have a strong degree of
independence. So that independence has gradually
become a prominent feature of women characters in
games, and women characters have not only achieved
economic independence, but also have independent
personalities and thoughts. At the same time, the
female characters exhibit the phenomenon of staring.
This kind of gaze not only includes the female gaze
between each other, but also includes the female to
become the main body of the gaze, which is the
outstanding feature of the current Otome game. When
creating a female role, women will be given more
choices, such as contact with different pursuit objects
at the same time or make choices. This practice makes
women the subjects of the gaze and men the objects
to be stared at. It can be seen that in today's media
culture, the objects to be stared are no longer limited
to female, and everyone will experiencing "staring
and being stared at" (Liu and Cheng, 2024). With the
appear and progress of Otome games to a mature
stage, female characters in games gradually grasp a
higher right to speak and initiative, from the weak
position at the edge of the game to the core position
of controlling the game orientation, feminism has
become a new daily. To a degree, the female
characters in Otome games embody the
characteristics of female individuation, independence
and autonomy advocated by feminism.
3 THE INFLUENCE OF OTOME
GAME ON WOMEN
3.1 Support for Women to Cultivate
Independent Thought
First of all, game is a time-space medium unlike any
other. In the virtual space created by computer, the
game integrates multi-modal narration such as video,
image, sound and text, which has the characteristics
of time and space. Like other video games, Otome
Game are interactive and expressive in a virtual
electronic space. Compared with the mass media such
as movies and novels, Otome Game have more spatial
characteristics. As a medium of time and space,
games can interweave players' time through multiple
layers of space to form play ability, more complete
reconstruction of the female player's experience in the
Otome Game (Yan et al., 2024). By this means, the
player is immersed in the process of reading the story,
and unconsciously accepts the female survival rules
from different situations. Such us, in the game Light
and Night, when the heroine is faced with a forced
marriage from her family, she does not choose to
accept the constraints of inequality and unfreedom.
On the contrary, she chose to give up the benefits
brought by his family, escaped from his marriage,
came to the city independently, and participated in the
design competition on his own ability. After failing in
the competition, he joined Wanzhen Group and grew
step by step from the most basic intern designer to the
studio brand manager. In Otome Game, although the
female master's career can not be completely
consistent with the real professional identity of all
game players, the excellent quality of the female
protagonist can make most players into it. Similarly,
in the game, the men ignore factors such as
appearance and social status, and fall in love with the
master with excellent quality, providing a perfect
situational space for the player to obtain an immersive
experience (Li and Li, 2024). This perfect situation
space is the world view built by the game company,
taking the world view of love and producer as an
example, in this world, the player as the heroine needs
to run the company, unlock the story and explore the
truth of the world. After her dad's death, the she take
over her dad’s film and television company. In order
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to complete the agreement with her father and save
the company that was about to close down, she
devoted herself to the company's operation and
program production after graduation. In the process
of making the program, the female protagonist has
met five male characters which can earn their
favorability, and teamed up with them to find out the
truth and resolve the crisis.
Otome Game creates story plots with female
protagonists, break female stereotypes, and show
another discourse system under the male-dominated
social system. In the process of narrative, women play
the protagonist and can choose the dialogue content
by themselves, and the choice of dialogue content
affects the direction of the plot of the game. This
realization of women's right to speak carries a certain
factor that can transcend the private sphere and the
fictional sphere and establish women's dominant
position in the emerging public circle. Female players
are given the power to choose their own words, but
also burdened with the mission of growth, "love and
dreams must be matched" fully reflected in the game
plot. The female protagonist played by the player not
only has the right to speak, but also strives to chase
dreams and love, representing the gender power
advantage of women in the game, demonstrating their
efforts to express female discourse and construct
female subject status (Zeng and Zhong, 2022). So, in
fact, one of the motivations of Otome Game is to help
players gain self-identity and the confidence to
develop social relationships.
3.2 The Help of Female Social
Relations
The experience of female game is a kind of "cloud
love" for single female players, by satisfying players'
needs for narrative aesthetics and aesthetic
audiovisual, satisfying female players' physical and
mental needs from multiple angles, and building a
new model of emotional satisfaction. The emotional
satisfaction can help individuals complete self-
construction in the virtual society and establish new
pseudo-social relations; From the perspective of
channels, the rise of Otome Game has brought new
ways for female groups to meet. At present, the
concept of "no marriage, no love" is increasingly
popular among young groups. Studying the current
situation and ways of single women's emotional
satisfaction for Otome Game can effectively reveal
the new characteristics of emotional satisfaction
brought by Otome Game. Therefore it can explore the
emotional needs of current single women, and
understand how single female players in Otome
Game are affected by internal and external factors,
build a bridge from emotional needs to emotional
fulfilment (Wang and Yang, 2023). At the same time,
the popularity of Otome Game reflects the spiritual
dilemma and unmet emotional needs of modern
independent women. However, this void is structural
and cannot simply be filled with the pleasure of a
certain type of game, but should promote the progress
of the whole society, encourage people to pay more
attention to the reality of women's situation, and
pursue the real rights and interests of women.
3.3 Analysis of Otome Game Audiences
The majority of users of female games are young,
urban women. In daily life, they experience the
pressure of study or career, also encounter difficult
problems, and become curious about the world
outside their contact scope. In this psychological
state, the player enters the game from the first
perspective, in addition to pursuing the perfect love
relationship, but also is given a new identity, can
achieve certain success in the career field different
from reality, and enrich individual life experience. At
the same time, they are also touched by the good
qualities of the characters in the game, so that they
look forward to becoming better themselves in real
life (Hu, 2022). The virtual world of Otome Game
gives players the opportunity to explore the infinite
possibilities of "another self ", which helps women to
break the old role norms, regain the possibility of
mastering their own fate in parallel space, and even
overturn all existing choices and try again, which
shows the help of Otome Game for women to build
their subjectivity. In reality, ladies may have
emotional difficulties or fail to find someone who
understands them. The characters in Otome Game
often provide psychological support, encouragement
and understanding for female players, thus becoming
the emotional support for women (Pan, 2024). This
virtual emotional relationship can bring comfort and
warmth to women.
3.4 The Emotional Impact of Otome
Game on Users
The relaxed and pleasant plot in the Otome Game,
such as dating, traveling, etc., can help female players
relax and feel happy. The plot of Otome Game often
involves interpersonal relations, such as conflicts
between friends, communication skills and so on.
Through story setting and character interaction,
female players can learn and improve their emotional
The Influence of Otome Game on Women’s Thought in China
393
intelligence and interpersonal skills in real life (Hao
et al., 2025). The game can also reflect the gradual
change of women's views on mate selection, from the
original trend of conforming to parents, only
choosing the right spouse to choose according to their
own will, no longer go with the flow. At the same
time, their own requirements are no longer arbitrary,
such as the appearance of their spouse, personality,
family history and so on (Han, 2023). With the
increasing awareness of gender equality in today's
society, the relationship of mutual respect has become
the emotional consensus of contemporary women,
and the game has well helped women realize such an
idealized love model. In the game, the male
characters show respect for women, or even hope to
be "taught", and are in a passive position in the love
relationship, which is in sharp contrast to the image
of men as assertive and superior in traditional literary
and artistic narratives. In the game Love and Deep
Space Xinghui Shen's classic line, "You seem to
know everything, so teach me", responds to women's
desire to break away from traditional situations and
become the dominant party. In Light and Night , the
male protagonist Chen Lu once reflected and refuted
the traditional idea that "the girl is the most beautiful
on the wedding day" : "If the girl is difficult to return
to the beauty of the bpast after marriage, the marriage
sounds like a disaster... I want you to be stronger and
more confident every day. That's what makes you
beautiful. So I see you getting more beautiful every
day". The concept of love and marriage conveyed by
the game reflects contemporary women's emotions of
"the pursuit of gender equality and the desire to obtain
due status and respect in love". Each discussion topic
of the game is not only seen by women, so the rise of
the heat of these topics will affect the whole society
to discuss it, and the status of women is also rising in
the discussion
4 DISCUSSION
4.1 The Innovation of Women's Games
Under Feminism
The traditional system regards men as symbols of
power and dominance, and women as passive and
submissive categories. The awakening of feminism is
a question to the inherent gender power structure,
which makes women begin to consciously pursue
gender equality, reflect on gender stereotypes, and
strive for economic independence and social voice. It
is not only a subcultural phenomenon, but also a
cultural product under the change of gender concept,
behind which is the manifestation of female main
body power and the catharsis of aesthetic desire (Li,
2024). Otome Game are innovative from the female
perspective. As the main body of the Otome Game,
female players can judge and stare at the male
characters in the game, and play the roles that are
assumed to be the role of men from different angles,
thus challenging the traditional gender narrative and
presenting a more open and inclusive gender writing.
4.2 Otome Game Long-Term
Development Method
The first is the relationship between game mechanics
and feminism. In Love and Producer, further
development of a relationship with a virtual lover
depends on the acquisition of a game story or new
cards. If the company wants to continue to make
money in a feminist environment, it will need to
eliminate the male gaze from the story and the story
of the new cards, and add some depiction of the
female protagonist's personal abilities. Secondly, the
emotional aspects of female players are also
important. As a long-term partner and incentive,
players can be accompanied and encouraged here,
and even meet the love needs of some players, so that
strong women can also experience sweet love (Liu et
al., 2021). Therefore, it is necessary for the company
to maintain the positive word of mouth of the game in
the long term, introduce some effective activities to
reward players, and most importantly, ensure that the
character image of the male protagonist is fixed, and
do not change frequently. The author thinks the above
two points can help oome Game to have a long-term
development under feminism.
5 CONCLUSION
Otome Game aimed at female gamers have grown
significantly in popularity among Chinese women.
These games are known for their aesthetic appeal and
the involvement of famous voice actors, going
beyond mere romantic themes. The emergence of
games such as Love and Producer has boosted the
female mobile gaming market. The female characters
in the game show the female subject consciousness
and post-feminist thought, pursuing individuality,
autonomy and breaking through the shackles of
patriarchy. Resonating with contemporary women
who value the idea of female autonomy, they provide
a virtual representation of the ideal partner through
their narratives and reinforce the idea of female
independence. Through multi-modal storytelling,
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394
such as video, images, sound and text, the game
creates an immersive gaming experience that allows
players to experience different rules of survival in a
virtual space. Otome Game provide a "cloud love"
experience for single female players, meet their needs
for narrative aesthetics and audiovisual aesthetics,
meet the psychological needs of female players from
multiple perspectives, help them complete self-
construction in the virtual society, and establish a new
pseudo-social relationship. Through its unique
narrative and interaction, Otome Game provide
female players with a space for self-identification and
social relationship development while entertaining,
reflecting contemporary women's pursuit of equality
and respect, and becoming a cultural phenomenon
that promotes social progress and pays attention to
women's realistic rights and interests.
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