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A late-night Discord call. On the screen, characters stand side by side. The faint laugh of someone who has cleared the same dungeon in the same party for months. The avatar’s height, the look of its gear, the verbal tics, the breathing over voice chat: from this much information alone, the image of a person never met in real life rises in the head. On the appointed day, the instant of intuiting “that might be them” at a station ticket gate, the in-game character and the real person overlap at once. The hundreds of hours shared across the net change meaning in the few seconds of a physical meeting.

Netoge-mono (ネトゲもの, “online-game genre”) is the collective term for adult works where a relationship begins from an encounter mediated by a network environment: an online game, MMORPG, FPS, voice-chat app, or social platform. This article treats netoge-mono as a situation genre spanning AV, adult manga, eroge, and doujin audio.

Overview

Netoge-mono formed from the 2000s onward with the spread of home internet and the MMORPG. The early period depicted encounters centred on text chat, but as voice chat, video calls, and VR chat spread, the texture of the relationship shifted from text-centred to voice- and image-centred. The setting is fundamentally double: one side is the virtual space of the game or social platform, where characters exist as avatars, usernames, and character images; the other is the real residence, workplace, or meeting point, where they appear as flesh-and-blood people. How to move back and forth between this duality, and how to integrate it, is the main narrative work.

Narrative devices

The core setup is the gap between the in-game avatar and the real person. The classic “net-okama / net-onabe” structure, in which someone playing a female character is male in reality, or someone using a fearsome avatar is gentle in person, has been a standard motif since the genre’s formation. In recent years the spread of voice chat has made gender disguise difficult, and instead a gap of personality or impression is placed at the centre: “the avatar is beautiful but the person is ordinary”, “assertive in tone in-game but shy in person”. The genre develops in adjacency to Vtuber erotica, sharing devices that handle relationships across an avatar.

“The first day they meet” is the most important scene. The meeting point (a station gate, a café, in front of a game shop), the other person standing clutching a sign, the instant of confirming the gap with imagination, are formulaic across media. In eromanga and eroge, a construction spending a whole chapter on the first meeting is common. Developments after the meeting branch into moving to the other’s home, going straight to a hotel, walking the late-night streets together, or talking again online; in commercial AV the development “they go all the way to the room on first meeting” is often placed as the narrative climax.

Some works take a gamer-shut-in protagonist as their axis: a day-night-reversed life, game goods piled in the room, a state of being able to relate to others only across the net, placed as the opening. The construction in which the development of the relationship after reunion changes real life itself shows the connection to cohabitation work and pure-love.

Reception psychology

The core appeal of netoge-mono is that it narrativises the very form of contemporary encounter. As encounters through matching apps, social media, and online games become a principal route in reality, the viewer accepts the work’s setup as an experience of their own, or within the range they can imagine. The sensation that “the person who was on the other side of the screen appears as a real being” is a narrative device intuitively comprehensible to the contemporary viewer. The acoustic elements of voice chat, typing sounds, and game BGM connect with the ASMR sense, and in doujin audio, scenarios like “the first call with a girl met in an online game” or “a girlfriend you began cohabiting with after an offline meeting” exist as a standard genre.

Variants

Works depicting encounters via dating apps and matching apps rather than online games develop in parallel as an adjacent genre: profile photos, message exchange, the first-date meeting overlap, but the structure differs in lacking the avatar as a “mediating alternate persona”. Works on Vtubers, streamers, and let’s-players are also adjacent (see the parallel article on Vtuber erotica): the relationship between viewer and streamer, an encounter in a collaboration stream, an off-platform offline meeting, are variations of the netoge-mono device, with a different narrative sense in depicting a relationship with an idol-like public figure. In eroge, some works adopt an MMORPG setting as the work’s own world, with romance with a heroine met in-game proceeding in parallel in both game and reality, or a phantom heroine who can be met only while logged in.

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References

  1. TDC Fujiki 『アダルトビデオ革命史』 Gentosha (2009)
  2. Daisuke Tsuji 『ネット恋愛の心理学』 Nakanishiya Shuppan (2013)
  3. Barubora 『電脳遊戯の少女たち』 DU BOOKS (2019)

Also known as

  • online game romance genre
  • MMORPG meeting theme
  • virtual romance scenario
  • ja: ネトゲもの
  • ja: ネトゲ恋愛
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