代理(哲学)
随意的
平行线
游戏研究
社会心理学
逃避现实
心理学
作弊
社会学
媒体研究
社会科学
机械工程
工程类
复合材料
材料科学
作者
Sarah Christina Ganzon
标识
DOI:10.1177/1555412018793068
摘要
Mystic Messenger is a real-time mobile dating simulator and otome game that simulates how people fall in love online. In this essay, I will look at significant parallels between casual games and otome games and point out the ways in which both define women as players and consumers of games. By focusing on Mystic Messenger, I examine the ways in which the game’s real-time simulation of emotional labor becomes a way of policing women’s desires, a way of reinforcing nurturing roles over women’s desires, and a way of literally commodifying the assumedly female player’s leisure time. Furthermore, I also examine player practices and discussions of cheating within the player community, tagging these as light forms of resistances and ways in which various individuals in the community assert their identity and their agency over their own time.
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