Investing Time for Your In-Game Boyfriends and BFFs
Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger
Dados Bibliográficos
| ID | 2409702 |
|---|---|
| Autores | Sarah Christina Ganzon (0000-0001-7026-6056, Concordia University, autor correspondente) |
| Ano | 2019 |
| Volume | 14 |
| Fascículo | 2 |
| Páginas | 139-153 |
| Data de publicação | 2019-03-01 |
| Peer Reviewed | Sim |
| Open Access | Sim |
| Tipo | ARTICLE |
| Periódico | Games and Culture (JOURNAL) |
| Identificadores do periódico | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Editora | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412018793068 |
| OpenAlex | W2890849891 |
| Idioma | EN |
| Citações recebidas | 16 |
| Referências citadas | 17 |
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
Agency (philosophy · Casual · Cheating · Escapism · Game studies · Media studies · Parallels · Sociology · Digital Games and Media · Gender, Feminism, and Media · Psychology · Sexuality, Behavior, and Technology · Social Psychology
Soft discipline and affective symbolic capital
Video Game Characters and Transmedia Storytelling
“I quit because I couldn’t get what I wanted” and “I’m back because I want more”
Finding love in online games
Il faut beaucoup d’amies pour aimer un bel homme. Pratiques de sociabilité autour des jeux de romance ( Otome Games ) au Japon
Parasocial Interactions in Otome Games
Perfect Love or Illusory Hope? Female Players’ Ambivalent Fantasies Concerning Chinese Otome Games
Reading Ren’Py
Une agentivité inégalitaire
Unveiling viral marketing dynamics in online social networks
Hysteria in empathy
Making family with characters and dolls
Making family with characters and dolls
Not Gamers, Just Women Who Play Video Games
When feminist awareness clashes with romance in games
Love for a handsome man requires a lot of friends
Loving with a Vengeance
Cheating
Postfeminism and Popular Culture
Anime's Media Mix
Going with the Flo
Ready player two
What’s the cultural difference between the West and the East? The consumption of popular “cute” games in the Taiwanese market
Veronica Mars , fandom, and the ‘Affective Economics’ of crowdfunding poachers
Postfeminist media culture
Days of Love and Labor”
Reading the Romance
Post‐feminism and popular culture
Women's Games in Japan
| Obras citantes distintas | 16 |
|---|---|
| Citações por ano | 2,67 |
| Intervalo de citações | 2020 - 2026 (7) |
| Velocidade de citação | current |
| Altamente citado | Não |
| Tipos de citação | Neutras: 15 |