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玩恋爱游戏的女孩,在相亲局里找平衡
3 6 Ke· 2025-07-16 12:53
Core Perspective - The article explores the contrast between idealized romantic narratives in games and the harsh realities of modern dating and marriage, particularly through the lens of female players who engage with otome games like "恋与深空" [2][5][19] Group 1: Game Features and Marketing - The 4.0 version of "恋与深空" features a wedding-themed event that enhances player immersion with realistic companionship functions and collaborations with media and popular artists [2] - The game aims to provide players with a tangible sense of romance, contrasting with their real-life experiences [2][5] Group 2: Player Experiences and Realities - Players like 小恩 find it difficult to separate the game's romantic ideals from their real-life experiences, leading to feelings of fear and frustration when faced with the realities of arranged dating [4][6] - Many players experience societal pressure regarding marriage, often feeling like passive participants in their own romantic lives due to family expectations [5][6] Group 3: Emotional Impact of Family Dynamics - 小恩's experiences with her parents' troubled marriage shape her views on relationships, leading her to have low expectations for her own romantic future [7][19] - The frequency of arranged dates creates tension within her family, highlighting the generational conflict regarding marriage expectations [8][19] Group 4: Coping Mechanisms and Personal Growth - Players like 木木 use otome games as a means of emotional support, finding solace in the characters and narratives that offer a sense of understanding and validation [12][14] - The article illustrates how these games help players navigate their feelings about relationships, allowing them to assert their own standards and desires in the face of societal pressures [16][21]
从BW2025,看乙游如何收割女性玩家
3 6 Ke· 2025-07-15 04:15
Core Insights - The BW2025 event highlighted tensions between two major games, NetEase's "World Beyond" and Paper Games' "Love in the Deep Space," leading to operational conflicts and public backlash against the event organizers [1][3] - Despite the initial disputes, the event ultimately provided a fulfilling experience for players, emphasizing the emotional value derived from immersive activities in otome games [3][9] Group 1: Event Conflicts - The first day of BW2025 saw a conflict between "World Beyond" and "Love in the Deep Space," with the former accusing the event organizers of poor planning regarding queue areas [1] - "World Beyond" announced it would not participate in future BW events due to the mishandling of space allocation, which drew significant media attention [1][3] - The aftermath of the event saw a rise in discussions about "withdrawal" among otome game players, indicating a strong emotional response to the experiences provided [3][9] Group 2: Immersive Experiences - The event focused on creating dream-like experiences for female players, with "Love in the Deep Space" featuring a wedding-themed setup that enhanced player engagement [4][6] - The immersive activities included professional interactions that avoided traditional character cosplay, allowing for a more abstract and imaginative engagement with the game [8] - The emotional impact of these experiences was profound, leading to a sense of identity affirmation and community among players, as evidenced by their strong emotional reactions [9][12] Group 3: Character Engagement - The character "Xia Yizhou" from "Love in the Deep Space" became a highlight of the event, with the actor portraying him receiving emotional responses from players, further bridging the gap between virtual and real experiences [10][12] - The successful integration of character cosplay into the event allowed players to connect more deeply with the characters, enhancing their loyalty and emotional investment in the games [12][13] - The phenomenon of players experiencing "withdrawal" reflects the powerful emotional connections formed through these immersive interactions, indicating a growing market for such events [9][12]
当二次元照进现实:Cos委托成年轻人的“情感寄存柜”
Nan Fang Du Shi Bao· 2025-06-19 04:03
Core Insights - The rise of emotional consumption, particularly through services like Cosplay commissions, reflects a growing trend among young consumers seeking emotional and social fulfillment [1][2][20] - The domestic otome game industry has seen significant growth, with over 300 million female gamers in China, creating a core user base for Cosplay commission services [1][12] Group 1: Emotional Consumption Trends - Emotional consumption is becoming a new growth driver in the economy, with services like Cosplay commissions transforming virtual emotions into real-life experiences [1][2] - The phenomenon of "compensatory psychological satisfaction" drives demand for these services, allowing consumers to pay for idealized companionship [2][20] Group 2: Market Dynamics - The Chinese two-dimensional industry has experienced explosive growth, expanding from 18.9 billion yuan in 2016 to 221.9 billion yuan in 2023, with a compound annual growth rate of 42% [10] - The surrounding derivative industries, including Cosplay commissions, are expected to continue growing, with projections indicating the two-dimensional content market could reach 110.58 billion yuan by 2026 [10][12] Group 3: User Experience and Challenges - Users report mixed experiences with Cosplay commissions, with about one-third of experiences being unsatisfactory due to issues like lack of professionalism and quality [4][5] - The industry faces challenges such as the "killing familiarity" phenomenon, where service quality declines after initial positive experiences [4][5] Group 4: Safety and Regulation Concerns - The lack of industry standards and regulations raises safety concerns for consumers engaging in these services, particularly regarding personal safety and emotional well-being [20][22] - Experts emphasize the need for early legislative and regulatory attention to establish service standards and protect consumer rights [22][23] Group 5: Industry Perspectives - Service providers express concerns about the commercialization of Cosplay commissions, fearing it may lead to a decline in service quality and emotional value [19][21] - The industry is characterized by a significant disparity in service quality and pricing, with some providers charging excessively high fees without corresponding service quality [7][9]
标榜爱自己的乙游玩家,为什么不爱乙游女主角?
3 6 Ke· 2025-06-05 04:12
Core Viewpoint - The controversy surrounding the female protagonist in otome games, particularly in "Undecided Incident," highlights a broader trend where players prefer to see the female character as a mere vessel for their own identity rather than as an independent character [1][3][17] Group 1: Player Reactions and Trends - Players expressed dissatisfaction with the female protagonist's visibility in the new event of "Undecided Incident," indicating a strong preference for anonymity in the character's portrayal [1][4] - The phenomenon of "anti-female protagonist" sentiment is prevalent in the otome game community, where players often reject the notion of the female character having a distinct identity [3][6] - Similar backlash occurred in "Love and Deep Space," where the female character's appearance in promotional materials led to player outrage and even some quitting the game [4][6] Group 2: Character Development and Market Evolution - The evolution of female protagonists in otome games has shifted from having defined identities to being more customizable, reflecting the changing preferences of the player base [8][10] - Early otome games allowed for more character individuality, but as the genre evolved, the focus shifted towards enhancing player immersion by minimizing the female character's distinctiveness [10][12] - Recent titles like "Love and Deep Space" and "World Beyond" have taken this to an extreme, allowing players to create their own characters, thus reinforcing the idea that the female protagonist is essentially the player themselves [12][13] Group 3: Industry Challenges - The otome game industry faces a dilemma between enhancing player immersion and maintaining narrative depth, as reducing the female protagonist's presence can lead to weaker storylines [14][16] - The current market trend prioritizes player engagement and emotional connection with male characters, often at the expense of character development and plot richness [14][16] - This ongoing challenge suggests that the otome game industry may struggle to balance player expectations with the need for compelling storytelling in the future [16][17]