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

Chinese women’s unfulfilled romantic desires in otome gaming practices

Datos Bibliográficos

ID21790256
AutoresHaili Li (0000-0002-8487-7170, University of Exeter, autor de correspondencia)
Año2026
Volumen19
Número1
Páginas95-113
Fecha de publicación2026-01-02
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaChinese Journal of Communication (JOURNAL)
Identificadores de la revistaISSN: 1754-4769 • E-ISSN: 1754-4750
EditorialInforma UK Limited (PUBLISHER • GB)
DOI10.1080/17544750.2025.2488007
OpenAlexW4409365507
IdiomaEN
Citas recibidas3
Referencias citadas36

As a genre of romantic games, otome games have gained significant traction worldwide, particularly in China. Employing textual analysis and semi-structured interviews, this study examined female players’ engagement with Chinese otome games alongside the influences on their gaming and real-life experiences. The findings indicated that players’ departure from gameplay and return to active participation have become increasingly prevalent and dynamic in the otome gaming context. Drawing on self-determination theory, this research identified various intrinsic and extrinsic factors, including autonomy, competence, relatedness, desire, and financial abilities, that influence players’ disengagement from and re-engagement with otome games. The findings further highlight the intricate and paradoxical nature of participants’ romantic desires and their otome gaming practices, which are characterized by the hesitancy, uncertainty, ambivalent attitudes, and various emotions they demonstrate toward quitting and returning to specific games. This study enriches the existing scholarship on romantic games and player practices, departure from online games, and the application of self-determination theory in gaming studies

Advertising · Business · Media studies · Psychoanalysis · Romance · Sociology · Creativity in Education and Neuroscience · Cultural Industries and Urban Development · Gender Studies · Impact of Technology on Adolescents · Psychology · Social Psychology

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Obras citantes distintas3
Citas por año3
Intervalo de citas2026 - 2026 (1)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 1
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