Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces

Authors

  • Yanpei Sun Global Journalism, School of Journalism, Media and Communication, The University of Sheffield, Shef-field S102TN, UK Author

DOI:

https://doi.org/10.70088/27zrz226

Keywords:

otome games, fictosexuality, queer narratives

Abstract

This article explores the dynamic interaction between otome games and fictosexuality, focusing on how these digital spaces provide a platform for challenging traditional gender norms, particularly within the context of Chinese society. Through the lens of queer theory, the study emphasizes that otome games are not only sources of entertainment but also cultural tools that reflect and shape attitudes toward gender, desire, and intimacy. The increasing acceptance of fictosexuality—sexual or romantic attraction to fictional characters—within the context of otome games disrupts mainstream notions of heterosexuality and opens new avenues for understanding both real and virtual relationships. Additionally, the analysis reveals the potential of social media in fostering these discussions, enabling players to form communities where they can express their desires, emotions, and identities without the constraints imposed by traditional societal norms. While queer identities in otome games have been commercialized, this genre significantly contributes to the empowerment of women and queer players by offering alternative narratives that allow for self-exploration and resistance to societal expectations. The article provides unique insights into the impact of intimate relationships in digital spaces on real-world social norms, promoting broader discussions of gender and sexuality within Chinese digital culture.

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Published

10-11-2024

How to Cite

Otome Games and Fictosexuality: Exploring Queer Narratives in Digital Spaces. (2024). Science, Technology and Social Development Proceedings Series, 2, 95-105. https://doi.org/10.70088/27zrz226