"When I was tired at the end of the day, before going to sleep, I was so relieved to hear his sweet and gentle words," she tells cnn.
她对cnn表示,“辛苦了一整天后,在睡前听到他温柔的甜言蜜语,我感觉疲劳一扫而空。”
Saito is by no means unusual.
像西户小姐这样的女性不在少数。
In 2017, the romance gaming industry in Japan was worth $130 million.
2017年,日本恋爱游戏产业的市值为1.3亿美元。
In a society where 44.2% of women - almost half of Japan's millennial singles aged between 18 and 34 - are virgins, this industry has seemingly tapped into a deep desire for simulated intimacy in Japan.
在日本,18至34岁的千禧一代单身人士中有44.2%的女性是处女,这几乎占了半数。恋爱游戏行业似乎正是利用了这一人群对虚拟亲密关系的强烈需求。
The birth of romance gaming
浪漫游戏的诞生
Dating simulation apps first appeared in Japan in the 1980s. Known as "bishoujo" they would generally focus on a male protagonist pursuing pretty anime-style female characters.
20世纪80年代,虚拟约会游戏首次在日本出现。这种“美少女游戏”的内容一般都围绕着一个男主人公对动漫美女角色的追求。
In 1994, a team of female coders at Japanese gaming company Koei broke with tradition, launching the first romance game for women, "Angelique". Based on the quest of a blonde teenage girl, who is a candidate to be the next "Queen of the Universe", to choose her perfect suitor, it was wildly successful.
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