00:00:40 嘉宾简介:
葛亮,伦敦大学学院数字社会学助理教授/讲师
赖子珊,新加坡国立大学传播与新媒体学院博士候选人
Eva,俄亥俄大学媒体研究博士生
赵奚可,杜克大学liberal studies硕士生
00:03:25 乙女游戏历程
00:47:20 乙女游戏的历史和发展
01:08:10 乙女游戏的特点
01:14:30 中国游戏产业、政策和市场
01:31:38 游戏的衍生类活动
01:50:08 游戏配音
02:09:53 乙女游戏和性别
02:26:35 乙女游戏和消费主义
02:42:00 对乙女游戏的期待
提到的游戏:
《恋与制作人》(苏州叠纸网络科技有限公司)
《恋与深空》(苏州叠纸网络科技有限公司)
《光与夜之恋》(腾讯游戏旗下北极光工作室)
《代号鸢》(代号鸢工作室)
《遇见逆水寒》(网易游戏)
《世界之外》(网易游戏)
《时空中的绘旅人》(网易游戏)
《未定事件簿》(米哈游)
《薄樱鬼》(Idea Factory)
《终远的威尔修 ErroR:salvation》(Idea Factory旗下Otomate)
《异世界配信:谎言与真实》(Idea Factory旗下Otomate)
《even if TEMPEST 黄昏中魔女如是说》(Voltage)
《女神异闻录》(ATLUS)
《偶像梦幻祭》(Kodansha)
《仙剑奇侠传三》(大宇资讯旗下上海软星)
《仙剑奇侠传三外传:问情篇》(大宇资讯旗下上海软星)
《仙剑奇侠传五》(大宇资讯旗下北京软星)
《命运石之门》(5pb.)
《Fate系列》(Type-Moon)
《古剑奇谭一》(上海烛龙信息科技有限公司)
《古剑奇谭二》(上海烛龙信息科技有限公司)
《梦王国与沉睡的100名王子》(GCREST)
《王者荣耀》(腾讯旗下天美工作室群L1工作室)
《原神》(米哈游)
《撸啊撸》(北京萌我爱网络有限公司)
《奇迹暖暖》(苏州叠纸网络科技有限公司)
《模拟人生》(Maxis)
《Paradox Live》(avex和GCREST)
《催眠麦克风-Division Rap Battle》(Idea Factory旗下Otomate)
《偶像梦幻祭》(乐元素旗下Happy Elements K.K.)
提到的其他文化产品:
吉屋信子《花物语》
日漫《樱兰高校男公关部》
日漫《网球王子》
播客《配音修罗道》
综艺《我是特优声》《声临其境》
君sola《探虚陵》(百合小说、广播剧)
唐酒卿《将进酒》(耽美小说、广播剧)
相关学术研究推荐:
Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017. doi.org.
Ganzon, Sarah Christina. “Making Love Not War: Female Power and the Emotional Labor of Peace in Code: Realize—The Guardian of Rebirth and Princess Arthur.” Digital Love: Romance and Sexuality in Games, edited by Heidi McDonald, CRC Press/Taylor & Francis Group, 2018, pp. 37–58.
Ganzon, Sarah Christina. “‘Sweet Solutions for Female Gamers’: Cheritz, Korean Otome Games, and Global Otome Game Players.” Digital Love: Romance and Sexuality in Games, edited by Heidi McDonald, CRC Press/Taylor & Francis Group, 2018, pp. 225–44.
Ge, Liang. “Feminization of Labor: Vulnerability of Women Workers in the Digital Audio Drama Industry.” Convergence, journals.sagepub.com.
Laurel, Brenda. “Why Not Make Video Games for Girls?” TED. 1998, www.ted.com. Accessed Apr. 2025.
Light, Ben, Jean Burgess, and Stefanie Duguay. "The walkthrough method: An approach to the study of apps." New media & society 20, no. 3 (2018): 881-900.
Lynch, Teresa, Jessica E. Tompkins, Irene I. Van Driel, and Niki Fritz. "Sexy, strong, and secondary: A content analysis of female characters in video games across 31 years." Journal of Communication 66, no. 4 (2016): 564-584.
Lai, Zishan, and Tingting Liu. "'Protecting our female gaze rights': Chinese female gamers’ and game producers’ negotiations with government restrictions on erotic material." Games and Culture 19, no. 1 (2024): 3-23.
Liu, Eva Y. "When feminist awareness clashes with romance in games: a feminist reception study of otome gamers in China." Chinese Journal of Communication (2024): 1-17.
Liu, Tingting, and Zishan Lai. "From non-player characters to othered participants: Chinese women's gaming experience in the ‘free ’ digital market." Information, Communication & Society 25, no. 3 (2022): 376-394.
Liu, Tingting, and Zishan Lai. "Eroticism and Design Workshops in Game Interfaces: Exploring a Mobile Otome Game for Chinese Women." Games and Culture (2024): 15554120241306788.
Yodovich, Neta, and Jinju Kim. "Exploring the feminisation of backseat gaming through Girlfriend Reviews YouTube channel." Games and Culture 17, no. 5 (2022): 795-815.

