With the iteration of digital technology and changes in the emotional needs of young people, otome games, as a unique emotional medium, have undergone profound changes in form and meaning. Taking time as the main thread, this study systematically reviews the development process of otome games in China and deeply analyzes the logic of emotional subculture behind them. This study also reflects on digital intimate relationships and critically examines the ethical challenges that may be caused by the intervention of generative artificial intelligence.
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Yuxiao Xie (2026) studied this question.
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