Next Article in Journal
Arts Special Issue “The Contemporary Art Market”
Next Article in Special Issue
A ‘Lost’ Panel and a Missing Link: Angelos Bitzamanos and the Case of the Scottivoli Altarpiece for the Church of San Francesco Delle Scale in Ancona
Previous Article in Journal
The Horse and the Lion in Achaemenid Persia: Representations of a Duality
Article

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

Department of Languages, Clemson University, Clemson, SC 29634, USA
Academic Editor: Michelle Facos
Arts 2021, 10(3), 42; https://doi.org/10.3390/arts10030042
Received: 21 May 2021 / Revised: 12 June 2021 / Accepted: 16 June 2021 / Published: 25 June 2021
(This article belongs to the Special Issue A 10-Year Journey of Arts)
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. View Full-Text
Keywords: Japanese video games; visual novels; bishōjo games; otome games; romance simulation; literature; romance; narrative form; modernity; postmodernity Japanese video games; visual novels; bishōjo games; otome games; romance simulation; literature; romance; narrative form; modernity; postmodernity
Show Figures

Figure 1

MDPI and ACS Style

Saito, K. From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games. Arts 2021, 10, 42. https://doi.org/10.3390/arts10030042

AMA Style

Saito K. From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games. Arts. 2021; 10(3):42. https://doi.org/10.3390/arts10030042

Chicago/Turabian Style

Saito, Kumiko. 2021. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games" Arts 10, no. 3: 42. https://doi.org/10.3390/arts10030042

Find Other Styles
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

1
Back to TopTop