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Proceedings of the 4th International Conference on Image, Algorithms, and Artificial Intelligence, ICIAAI 2026, 22-24 May 2026, Singapore, Singapore

Research Article

The Impact of VR Technology on Enhancing Emotional Experiences in Otome Games

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  • @INPROCEEDINGS{10.4108/eai.22-5-2026.2365232,
        author={Zixuan  Zhang},
        title={The Impact of VR Technology on Enhancing Emotional Experiences in Otome Games},
        proceedings={Proceedings of the 4th International Conference on Image, Algorithms, and Artificial Intelligence, ICIAAI 2026, 22-24 May 2026, Singapore, Singapore},
        publisher={EAI},
        proceedings_a={ICIAAI},
        year={2026},
        month={8},
        keywords={VR Otome Games Emotional Experience},
        doi={10.4108/eai.22-5-2026.2365232}
    }
    
  • Zixuan Zhang
    Year: 2026
    The Impact of VR Technology on Enhancing Emotional Experiences in Otome Games
    ICIAAI
    EAI
    DOI: 10.4108/eai.22-5-2026.2365232
Zixuan Zhang1,*
  • 1: Communication Design, University of Southampton, Southampton, United Kingdom
*Contact email: zz11y24@soton.ac.uk

Abstract

This paper focuses on the shift of otome games from screens to VR, exploring whether VR enhances their emotional experience, its mechanisms and potential risks. Findings suggest that VR has no direct enhance emotional experience of otome games; it increases immersion, presence and interactive realism through increased visual and interaction fidelity, improving visual and interactive quality in otome games and encouraging intimacy, companionship and emotional support. Meanwhile, where latency and tracking errors cause sensory inconsistencies, induce motion sickness and physical discomfort, where intimate interactions have no distance adjustment, avoidance and exit mechanisms, VR may increase intrusiveness and discomfort, thereby negating the emotional experience. Based on this background this paper claims that VR can improving the emotional aspect of otome games, but the effect is conditional upon the stable activation of mechanisms and the adequate regulation of the risks of intimate interactions by the designing otome games in a controllable way.

Keywords
VR, Otome Games, Emotional Experience
Published
2026-08-31
Publisher
EAI
http://dx.doi.org/10.4108/eai.22-5-2026.2365232
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