Don’t worry, we only mean virtual boyfriends here.
What are Otome games?
Otome games are narrative-driven games designed for women, built around developing romantic relationships with fictional characters. They are a multi-billion-dollar global category, and one that most of the gaming industry as a whole has been slow to take seriously.
Our team has seen this genre evolve from static 2D dating sims to super detailed and immersive worlds. We are not only outside observers either, some of us religiously log into our games every day to collect our gems.
When we say this space is worth paying attention to, we mean it both as researchers and as players who have experienced firsthand why these games hold the attention they do.
The dedication to these games and characters we see brings to mind an in-home interview from a few years ago. One of our researchers watched a participant do a gatcha pull for a limited character outfit she’dbeen hoping for. She was overjoyed to the point of tears.
Beside her was a bag filled with can badges and plushies of her favorite character. When asked why she went to such lengths to collect and display them, she replied: “Because in this community, you want to show everyone who you’re proudly supporting. If you walk in empty-handed, people wonder how dedicated you are.”
She was someone whose bond with a fictional character had become a true source of identity, belonging, and community. And it’s a clear example of how oshikatsu (practice of openly and passionately supporting a favorite character, idol, or performer) culture works— and why the entertainment and games built around it are growing the way they are.
A Market That Can No Longer Be Ignored
The global otome market is projected to grow from USD 5.6 billion in 2025 to USD 8.9 billion by 2030; a compound yearly growth rate of 9–10%, outpacing a larger mobile gaming market that is stabilizing in mature regions.
Love and Deepspace is the best example of what this market can do at scale (but let’s not get into the recent drama). Since its worldwide launch in January 2024, Love and Deepspace has made nearly $1 billion in total revenue and topped the interactive story mobile game charts in Japan in its first year. It achieved this success by using detailed 3D character models, first-person interaction features, and fully voiced conversations — focusing on creating emotional connections rather than solely complex gameplay.
Silent Whispers, another high-fidelity 3D otome game and possible rival to Love and Deepspace, is a new game built with Unreal Engine 5 set to launch in 2027. It quickly gained attention, with one million userssigning up in the first 24 hours of its announcement.
Both titles, although visually impressive, are playable on mobile phones. With console-quality production on a device most players carry everywhere on their commutes, to lunch breaks, before bed, etcetera. Being able to play from anywhere at any time makes high-investment gaming fit into a full life.
Game developers and gaming companies are placing bigger bets on production quality and emotional depth for otome mobile games than ever before, and the pre-registration numbers suggest players are ready to meet them there.
Why Japan
Japan has some of the longest working hours of any developed economy. Marriage rates are falling, and the average age at first marriage is rising. Many, especially women in their thirties and forties, say their busy lives leave little space for the emotional engagement relationships need. Otome games fit this reality, providing meaningful connection on a flexible schedule without social pressure.
Our research found a wide range of players: some treating these games as a temporary alternative while focusing on their careers, others playing alongside real relationships, and many engaging primarily for community. What they shared was a need for emotional engagement that everyday life wasn’t fully meeting. As one interviewee put it: “It’s a different type of love.”
Japan also has a well-established culture of oshikatsu. Since forever, Japanese fans have been buying merchandise, attending events, and building entire social lives around the characters and performers they supported.
Otome games didn’t create this behavior, but they gave it a new and much larger home.
What Players Are Actually Doing
Blank protagonists. Many otome games deliberately give the player character no name, no face, or both. This places the player inside the story, rather than beside it. In Love and Deepspace, the female protagonist is simply referred to as “MC” (main character) in the community, and the character is highly customizable to further allow the player to step into the shoes of the heroine.
Voice casting as audience acquisition. Casting a voice actor with an established following brings that following into the game. Players devoted to a specific voice actor will seek out any title they appear in, sometimes before knowing anything else about it. Voice work also adds the human texture that makes a fictional relationship feel real over time.
Visual fidelity lowers the barrier to attachment. Earlier narrative games built emotional responses through story alone. Now that 3D models, motion, and expression are standard on mobile, characters don’thave to work as hard to feel human — because they look and move just like one. The result is faster, deeper attachment, and the long-term spend that follows from it.
Then there is what happens outside the game. Players go to events, swap fan-made business cards that have their character’s name and their own game username on them, and form friendships based on their shared love for certain characters.
On social media, they post pulls, share fan art, and celebrate limited events together, building a running conversation that keeps the game relevant in daily life even when players aren’t actively playing.
For many female gamers we have talked to, these were some of the only places where they could freely share what truly matters to them. The game is just the starting point, and the community is what keeps people invested over time.
For game developers and game companies today, one of the most important aspects of the gaming market is community engagement. When players are active within the community around a game, they are more likely to spend money, come back after taking a break, and bring in new players. The most successful games recognize that building a strong community is a key part of the gaming experience.
What This Means for Brands and Developers
What works in China does not automatically translate to Japan, and vice versa. Even Love and Deepspace, which launched simultaneously across both markets, acknowledged the challenge. Infold’s own team navigated cultural barriers by coming to Japan to meet with Otomate, the leading company in Japan for otome titles, and built a Tokyo office and Japan-specific localization team to address it. The gap between knowing a market exists and actually understanding it is where most brands miss out on making the most out of their products.
Choosing character designs, voice actors, and the story’s consistency should be done early on, keeping in mind how the audience will emotionally connect. If these decisions are made late or without that understanding, it can weaken the audience’s emotional bond, which everything else relies on.
People are starting to see these games in a more positive light more quickly than most people in the gaming industry expect. Players who grew up using mobile games to connect with friends are much more open to spending money on story-driven games. The next group of players coming into this market has higher expectations and is more willing to spend, and they will support the games that meet their needs.
How We Can Help
Our gaming research team at CarterJMRN identifies as both researchers and gamers. We understand this audience because we are part of it. That point of view shapes how we work: through play testing, localization support, in-home visits, and qualitative research that gets at what Japanese players actually value and why.
If you are a game developer, publisher, or IP owner trying to understand the Japanese gaming market, we would like to help. Get in touch with our team.
About CarterJMRN
Our qualitative toolkit spans from in-depth interviews and focus groups to in-situ ethnography and digital ethnography, allowing us to move fluidly between methods and combine them where needed to unlock deeper understanding. We apply this methodological breadth across a wide range of categories, including food and beverage, dining out, personal care, luxury, and AgeTech, where the nature of the question often demands different levels of immersion, sensitivity, and contextual depth.
Want to go deeper? Look at our case studies and other blog articles:
‘An Immersive Safari into the Life of Older Adults in Rural Areas’
‘Exploring Usability and User Experience of an Autonomous Driving System’
