Abstract:
The development of otome games has spurred the popularity of fictosexuality. Dissatisfied with merely virtual intimate relationships, young women have begun actively engaging in physical participation. They hope that their preferred characters can step out of the screen. Thus, the cosplay commission model emerged, where characters of male games are brought to life by Coser in the real world so that a special intimate relationship could be played out in the three-dimensional world. Based on Judith Butler’s theory of gender performativity and in-depth interviews adopted, this study explores young females’ gender performativity from a perspective of reclaiming subjectivity. It finds that young women engage in role-playing of transgender for three motives: exploring self-identity, seeking self-affirmation, and fulfilling emotional needs. They perform in three dimensions: language, drama, and rituals through which an idealized, de-sexualized new form of intimate relationship is established amidst the trend of emotional commodification. Despite attempts to challenge and transform traditional gender norms, the practice still faces issues like reinforced gender stereotypes, gender fluid, and market confusion. Consequently, complete gender liberation, as initially hoped, remains difficult to achieve.