Young Chinese Female Goes Gaga Over Mobile Game 'Love and Deepspace'
Rafayel’s devoted fans spared no effort in celebrating his birthday, renting out malls across China, decorating high-speed trains with his image, and even orchestrating a dazzling drone show.
Yet, the guest of honour was nowhere to be found—because Rafayel is not real.
He is a virtual character from Love and Deepspace, a wildly popular mobile game that has captivated millions of young women in China and beyond.
Developed by Shanghai-based Papergames, Love and Deepspace blends monster-hunting action with intimate, sometimes provocative, cut scenes set in a futuristic world where, as the developers say, “Love knows no bounds.”
Players are drawn to its lifelike 3D character modelling, immersive narratives, and the ability to form relationships with five distinct virtual boyfriends.
Since its January 2024 launch, the game has generated over $500 million worldwide on Google Play and Apple’s App Store, with about 40% of its revenue coming from international markets, according to Sensor Tower.
For many, these digital romances offer more than just entertainment—they provide emotional companionship.
Liu Xue, a 25-year-old office worker, describes her connection with Rafayel as akin to a real relationship.
She quipped:
"To myself, or to my inner circle of close friends, I would say that we are lovers. I don't think I need company in real life."
He accompanies her throughout the day, offers emotional support, and even reminds her about her menstrual cycle.
She added:
"It's like emotional sustenance."
However, this level of attachment comes at a cost.
While Love and Deepspace is free to download, players frequently spend on in-game purchases to unlock exclusive interactions and storylines with their favourite characters.
Notably, the game does not offer female romantic partners, though other similar games cater to male players.
Third-party surveys suggest that men make up about 5–10% of the player base, a small but notable segment of its growing global audience.
Digital Romance Takes Over Love in Reality
Wang Yaya, a 23-year-old university student, has spent over 70,000 yuan (US$10,000/RM44,281) on Love and Deepspace and its merchandise.
She expressed:
"I'm happy to pay for the emotional value."
Like many fans, she contributes to crowdfunding efforts for extravagant events—such as birthday celebrations for Rafayel—where attendees pose with life-sized cutouts of their favorite virtual heartthrobs and exchange custom-made memorabilia.
A longtime player of romance games, Wang believes her and her peers’ deep emotional investment stems from childhood experiences, particularly a lack of emotional support from their parents.
She explained:
"Many of my friends are the same."
For some, these virtual relationships offer more than just escapism—they rival, and even replace, real-life romance.
Liu Yuxuan, a 22-year-old student, considers her bond with Rafayel a defining part of her life.
Since discovering games like Love and Deepspace, she has lost interest in dating real men, drawn instead to the unwavering devotion and idealised love that virtual partners provide—qualities she believes are rare in reality.
"Playing otome games is an especially nice experience and even better than real life. Because everyone can have their secrets, some of which you cannot tell others. When you open the game, you can talk to him."
She added:
"I can reveal myself to him without reservation, and he will show me his love without reservation."
The appeal of romantic simulation games, originally popularised in Japan, lies in their promise of steadfast affection and an emotional connection free from the uncertainties of real-world relationships.
As one player, who goes by Zaylia, put it, Love and Deepspace delivers an experience that many find more fulfilling than conventional dating:
"It fulfils our fantasy of being in a relationship. Isn't the greatest use of a relationship itself to provide emotional value?"
When is Virtual Infatuation Going Too Far?
Falling in love with virtual characters can be an emotionally immersive experience, but whether it is "dangerous" depends on the extent to which it affects real-life relationships, responsibilities, and well-being.
For some, engaging with games like Love and Deepspace is a harmless escape, offering comfort, companionship, and even emotional fulfillment in ways that real-life relationships might not.
It can be a form of self-expression, entertainment, or even a stepping stone to understanding romantic emotions.
However, when virtual infatuation leads to excessive financial spending, social withdrawal, or an inability to form real-world relationships, it can become problematic.
If a person prioritises their virtual love interest over meaningful real-life connections, personal growth, or responsibilities, it may indicate emotional over-reliance or avoidance behaviour.
The key lies in balance.
Enjoying a virtual romance is not inherently dangerous, but when it starts replacing real-world relationships or leading to financial hardship, it may be time to reassess its impact.