This thesis establishes the Japanese otome visual novel genre of media as a new, digital type of immersive multimodal reading for women. Otome revives the bygone late 20th-century academic debate...Show moreThis thesis establishes the Japanese otome visual novel genre of media as a new, digital type of immersive multimodal reading for women. Otome revives the bygone late 20th-century academic debate on interactive fiction, as the subgenre challenges the categories of media as we understand them: the otome visual novel format combines romantically-themed prose with visual, audial, and interactive elements. Otome visual novels evoke a feeling of influence over the plot progression through interactivity, yet present walls of text as their method of story-building and therefore require a significant amount of reading, which could preclude their consideration as either literature or games per se. Because of this generic ambiguity, visual novels have long been overlooked in academia. This thesis presents a comprehensive analysis of otome visual novels as part of Japanese (women’s) reading habits using Espen Aarseth’s concept of ‘ergodic literature’, supported by theory from Reading Studies, Literature Studies, and Game Studies. In doing so, this thesis sheds light on the subgenre’s immense popularity in its country of origin and illuminates its unique position to bridge the academic fields of Literature Studies and Game Studies in the digital age.Show less