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You can learn more about Voltage’s upcoming and current U. Dating in a video game is a lot like dating in real life, just without the terrifying risks and jubilant rewards that come with sharing your actual emotions to others.
And don't worry if the premise is too weird for you, HB kindly gives you an anime rendering of what your potential beau would like in human form.
“One interesting difference between Japanese and American audiences is that American audiences care more for strong female characters,” one interviewee said.
Another stepped in to agree that generally she felt that while “Japanese women want to be protected and led by the man, American women prefer to be equals with their romantic partners.” A key difference in how Voltage usually approaches writing stories aimed at the exclusively U. demographic also stems from an observation that, since “American audiences like more mature and sexy stories, they don’t seem to be as interested in innocent love.” or a man who “forcibly turns my face toward him with his hand,” Japanese women generally preferred partners who conveyed affection through cutesier gestures like “being patted on the head.” Unsurprisingly, both audiences unanimously agreed that men “posting on social media often” and doing “baby talk” was extremely uncomfortable behavior. ” one participant said, seeing the popularity of the trope as both ubiquitous and universal.
With 26 million users worldwide playing their sixty (and counting) romance apps, Voltage Inc.
has been dominating the mobile dating sim scene for years in Japan, Singapore, and now more recently the U. In fact this past September, Voltage’s romance sims made up almost half of Apple’s twenty top grossing i Phone entertainment apps in Singapore.This past summer, for example, they conducted surveys with hundreds of Japanese and American female participants aged 19-44 regarding their personal experiences with love.