Study Shows 20% of Japanese Men Want to Date Game Characters
September 06, 2009 by mruniversal

While some jab playfully at the notion of Japan creating an army of artifical 'female' companion robots, it appears that a growing number of Japanese men are becoming increasingly satisfied with their digital sweethearts.

A recent survey by Japanese game developer Konami has revealed a surprising number of younger Japanese males, all in their twenties, have become quite comfortable with the idea of artificial (i.e. virtual) relationships, particularly with videogame characters. Roughly 20% of those questioned openly admitted to wanting a personal relationship with their in-game character, while roughly 40% were open to the idea. But most surprising was a whopping 63% of responders (equal to the number who would consider a digital relationship) were comfortable defining themselves as 'herbivore men'.

The term 'herbivore men' has become somewhat controversial in Japan, as coined in 2006 by pop-culture journalist Maki Fukasawa refers to younger males that earn little, are interested in fashion and their personal appearance, and seem to be less interested in physical relationships. Fukasawa's logic behind the term came from the Japanese definition of sex (i.e. relationship in flesh), the opposite of course would be such 'herbivorous' boys. Fukasawa had recently estimated that up to 20% of Japanese men could be identified as 'herbivore', a figure the survey suggets may have been too low.

While the recent global recession has impacted much of the world, Japan's economy has been hit particularly hard, experiencing its largest-ever contraction and unemployment reaching record-setting numbers. Culturists theorize the downturn has had significant impact on the traditionally masculine, proactive society and particularly a generation of males expected to carry on the attitudes and societal expectations of their parents. The rise of Japanese males who have become comfortable with indentifying themselves as 'less than manly' may be the result of a generation complacent with their position in the world and Japanese society as a whole.

While sexual obsession can be found in any medium, videogames seem particularly well-suited to encouraging virtual relationships and extended 'sessons' with users. Direct interactions help guide the experience and allow users to feel as dominant or submissive as they wish, while engaging storylines and (as the Konami survey suggests) interesting characters can help reinforce the illusion that a real and substantial relationship is being forged with the fictional characters on-screen. These relationships haven't gone without criticism, particularly within the gaming and entertainment industries.

Ex-Nintendo president Hiroshi Yamauchi once commented that role-playing users were "depressed gamers who like to sit alone in their dark rooms and play slow games", while Yoshiyuki Tomino, acclaimed creator of the popular Gundam franchise caused a stir when he said that videogames are not "a type of activity that provides any support to our daily lives," while challenging developers to "that does not negatively affect our daily lives and is something that is considered more productive."

While not mainstream, the country is tolerant of its sub-genre of erotic (i.e. eroge) gaming culture, with sexually-charged themes and characters that seem tailor-made for an increasingly disenchanted males who may feel isolated from physical relationships and seek solace from their undemanding, accepting digital avatars. How and where game developers handle and guide the experience is up to them, but one who's own destiny lay with themselves.

Thanks to J-Cast.com for the inspiration!





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