| With the development of "her economy" in recent years,the gaming market has broken a single male-to-game model,and launched Otome to the game facing female groups.As the subclass of the romantic video game,the Otome games are more well-known,and their player groups are even more huge.On the other hand,with the continuous expansion of Otome game player groups,while understanding this group,the outside world also shows some prejudices.The meaning of the significance behind it.The Otome game is like female players and competitive games to male players.The significance production behind the game also reflects the self-independent consciousness of female players.Otome games are of the same important significance for female players.Against such a research,by selecting the continuously popular Otome game " Mr Love:Queen’s Choice " and their players as the research object,it has more realistic significance in the context of young subcultures." Mr Love: Queen’s Choice " is different from the traditional male-to-video games.It is mainly based on a female perspective.The player’s objects are mainly female groups.Therefore,their game narrative actually contains rich gender issues.Players’ recognition of the game is essentially the recognition of the feminist perspective contained in the game.The thesis uses text analysis methods to explore the gender issues and female perspectives in " Mr Love:Queen’s Choice ",and discuss the gender relationships,the status of the gender,and the modern female image of its shaped,in order to respond to the issue of female players’ identification with Otome games.Based on the gender perspective in game narratives,further explore how the narrative content is subtly constructing the identity of the player through interactive behavior.After conducting in-depth interviews with 20 players in Mr Love: Queen’s Choice,I found that the interaction between players and characters and players and players all affect the construction of the player identity.At the same time,the player itself is also in the process of content consumption.Further strengthen your identity.The constructing of player identity is essentially the result of two-way choice.The final paper returned to the influence of the Otome game on the real life of the player and the realistic marriage view.The interview found that the process of participating in the game will not cause players to lose the rational judgment of real life.The Otome game brings the player’s continuous positive emotional experience while the player game brings players.It can also enhance the independence of players as women in the relationship between gender.However,the consumption of Otome games and the group characteristics of the player will also cause the player to fall into the consumerism trap,causing polarization of the player group.Through the above research,the end of the paper further defines the communication behavior between the player and the game character,and summarizes the research results. |