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Investing Time for Your In-Game Boyfriends and BFFs

Time as Commodity and the Simulation of Emotional Labor in Mystic Messenger

Dados Bibliográficos

ID2409702
AutoresSarah Christina Ganzon (0000-0001-7026-6056, Concordia University, autor correspondente)
Ano2019
Volume14
Fascículo2
Páginas139-153
Data de publicação2019-03-01
Peer ReviewedSim
Open AccessSim
TipoARTICLE
PeriódicoGames and Culture (JOURNAL)
Identificadores do periódicoISSN: 1555-4120 • E-ISSN: 1555-4139
EditoraSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412018793068
OpenAlexW2890849891
IdiomaEN
Citações recebidas16
Referências citadas17

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

    Open Access•Chen Yan•Social Semiotics•2026

  • Video Game Characters and Transmedia Storytelling

    Joleen Blom•Video Game Characters and…•2023

  • “I quit because I couldn’t get what I wanted” and “I’m back because I want more”

    Open Access•Haili Li•Chinese Journal of Communication•2026

  • Finding love in online games

    Open Access•An-Di Gong, Yi-Ting Huang•Computers in Human Behavior•2023

  • Il faut beaucoup d’amies pour aimer un bel homme. Pratiques de sociabilité autour des jeux de romance ( Otome Games ) au Japon

    Agnès Giard•Diogène•2020

  • Parasocial Interactions in Otome Games

    Open Access•Hao Gao, Ruoqing Guo et al.•Media and Communication•2025

  • Perfect Love or Illusory Hope? Female Players’ Ambivalent Fantasies Concerning Chinese Otome Games

    Open Access•Hao Zhang, Haili Li•Women s Studies in Communication•2026

  • Reading Ren’Py

    Open Access•M Consalvo, Dan Staines•Games and Culture•2021

  • Une agentivité inégalitaire

    Judit Vari•Education et sociétés•2022

  • Unveiling viral marketing dynamics in online social networks

    Syrios Siyao Li, Sufang Wang et al.•Internet Research•2025

  • Hysteria in empathy

    Open Access•Minling Guo, Zhiming Liu•Theory & Psychology•2025

  • Making family with characters and dolls

    Yuelei Xiong, Weizi Huang•Sociétés•2026

  • Making family with characters and dolls

    Weizi Huang, Yuelei Xiong•Sociétés•2026

  • Not Gamers, Just Women Who Play Video Games

    Open Access•Stephanie Rennick, Seán G Robert•Sex Roles•2025

  • When feminist awareness clashes with romance in games

    Yue Liu, Eva Y Liu•Chinese Journal of Communication•2024

  • Love for a handsome man requires a lot of friends

    Open Access•Agnès Giard•Diogenes•2024

  • Loving with a Vengeance

    Tania Modleski•Loving with a Vengeance•2008

  • Cheating

    M Consalvo•Cheating•2007

  • Postfeminism and Popular Culture

    Open Access•A Mcrobbie•Interrogating Postfeminism•2007

  • Anime's Media Mix

    M Steinberg•Anime's media mix•2012

  • Going with the Flo

    Shira Chess•Feminist Media Studies•2011

  • Ready player two

    Amanda C Cote•Feminist Media Studies•2018

  • What’s the cultural difference between the West and the East? The consumption of popular “cute” games in the Taiwanese market

    Open Access•Lai Chi Chen•New Media & Society•2013

  • Veronica Mars , fandom, and the ‘Affective Economics’ of crowdfunding poachers

    Open Access•Matt Hills•New Media & Society•2014

  • Postfeminist media culture

    Open Access•Rosalind Gill•European Journal of Cultural…•2007

  • Days of Love and Labor”

    Michael Fisch•positions asia critique•2015

  • Reading the Romance

    Cathy N Davidson, Janice A Radway et al.•American Literature•1985

  • Post‐feminism and popular culture

    A Mcrobbie•Feminist Media Studies•2004

  • Women's Games in Japan

    Open Access•Hyeshin Kim•Theory Culture & Society•2009

Obras citantes distintas16
Citações por ano2,67
Intervalo de citações2020 - 2026 (7)
Velocidade de citaçãocurrent
Altamente citadoNão
Tipos de citaçãoNeutras: 15
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