Scholars and professionals from all over the world, across experience levels and the gender and sexuality spectrum, share experiences and analysis of romance and sexuality in video games.
Whether discussing casual sex in the Star Wars universe; analyzing various Otome games; examining "the gaze" in various games; player romance behavior in games; or exploring the ethical ramifications of sexuality in virtual reality and other emerging technologies, this book discusses what players want in video game romance, and how developers can best deliver it.
Key Features:
Examines the past, present, and future of romance in single-player, role-playing games
Discusses common presentations of romance in single-player, role-playing games both in the category and game mechanics that drive romance
Discusses research on how players define a satisfying game romance and what specific steps narrative designers can take to design satisfying games
Explains the notion of the empathic game and explores its importance in relation to romance in game design