Artigo Acesso aberto Revisado por pares

From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games

2021; Multidisciplinary Digital Publishing Institute; Volume: 10; Issue: 3 Linguagem: Inglês

10.3390/arts10030042

ISSN

2076-0752

Autores

Kumiko Saito,

Tópico(s)

Comics and Graphic Narratives

Resumo

Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer-generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. Through the comparison, the article investigates how notions of romantic love and relationship have transformed from the modern identity politics based on freedom and the autonomous self to the decentered model of mediation and interaction in the contemporary era.

Referência(s)