Mobile Otome Games : Desire and Suspense as Economic Strategy
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説明
With the increasing legislations on gacha games, the issue of monetisation of free-to-play games is often addressed considering how game mechanics trick the player using microtransactions. However, some narrative games use a similar economic system linked with the structure of their story. The study of four otome games created by Japanese studios will focus on two narrative strategies: the character gacha, which relies on the player’s desire for a character, and the progress gate, which relies on narrative tension. The paper concludes that those devices are not so much a way to coerce players into spending money than an additional possibility for them to enjoy the narrative.
International audience
収録刊行物
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- REPLAYING JAPAN
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REPLAYING JAPAN 3 143-149, 2021-03
立命館大学ゲーム研究センター
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詳細情報 詳細情報について
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- CRID
- 1390853649824717312
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- NII論文ID
- 120007034796
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- HANDLE
- 10367/00014542
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- NDL書誌ID
- 031833873
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- ISSN
- 24338060
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- 本文言語コード
- en
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- 資料種別
- journal article
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- データソース種別
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- JaLC
- IRDB
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