游戏设计
电子游戏
游戏研究
电子游戏开发
游戏开发者
社会学
游戏艺术设计
广告
计算机科学
心理学
媒体研究
业务
多媒体
作者
Sarah Christina Ganzon
出处
期刊:Human technology
[University of Jyväskylä]
日期:2019-11-29
卷期号:15 (3): 347-366
被引量:21
标识
DOI:10.17011/ht/urn.201911265024
摘要
Otome games are a niche category of Japanese games marketed toward women.Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation.In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan.In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers.Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and otome game players outside Japan.
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