I recently met a young woman named Wild Rose on an online chat forum. We struck up a conversation and within the first five minutes, Wild Rose — who is married, has a daughter, and lives in Texas with her in-laws — started telling me about her lover, a man called Saeran. Saeran, she told me, is the illegitimate son of a politician who had grown up with an abusive mother. He is handsome, has white blond hair, golden eyes, a large tattoo on his shoulder. I love him genuinely. He is a character in a mobile phone game called Mystic Messenger, which was two years ago by Cheritz, a South Korean game developer. It has since been downloaded by millions of people worldwide. The game is a mix between a romance novel and, in which a man develops a relationship with a Siri-like character. The primary aim of Mystic Messenger is to pursue a romantic relationship with one of a number of characters in the game, one of whom is Saeran. To cultivate intimacy with these virtual beings, you talk to them via a text message. The responses are pre-scripted, but feel dynamic and sincere. A picture of Jumin Han, one of the characters in Mystic Messenger, and his cat, Elizabeth III. Photograph: Oscar Schwartz The idea of simulating romantic relationships through gaming is not unique to Mystic Messenger. This genre of game — often referred to as dating simulations or dating sims for short — in the 1980s in Japan, where they were popular with a predominantly male audience. But since the rise of mobile and online gaming, dating sims have popular outside Japan and with more diverse demographics. In the past year, there has been a bumper crop of hit dating sims, including, and. Unlike earlier generations of dating sims, where the action centered on erotic interactions with virtual girls, these games foreground conversations between players and characters, and often have nuanced and well-developed scripts. Mystic Messenger is one of the most popular of this new generation dating sim. Since dating sims first came out, they have been controversial. In Japan, many critics saw the rise of dating sims as a signifier of alienation, a retreat from human relationships in a machine-mediated society. And as the popularity of dating sims develops once again, similar concerns are resurfacing. But the growing community of people who play dating sims are mostly impervious to this disapproval. The most dedicated romantic gamers do not see their interactions with virtual characters as a substitute for human companionship, but as a new type of digital intimacy. As well as spending hours playing dating sims, fans with each other on online forums about their favorite characters and the contours of their virtual relationships. It was on one of these forums that I met Wild Rose. I had joined hoping to get a better understanding of why people play these games and whether the relationships they form with virtual characters possibly foreshadow a future in which the boundaries between real and virtual companionship will become increasingly blurry, if not irrelevant. When I first asked Wild Rose to explain how and why she fell in love with Saeran, she told me that if I had any hope of understanding, I had to first enter the world of Mystic Messenger and experience it for myself. The narrative of the game was that together we had to organize an upcoming charity event due to take place in 11 days. The gameplay of Mystic Messenger was unlike anything I had experienced. It did not involve collecting coins or moving through levels but chatting with these other characters through multiple-choice responses. While these characters were basically just interactive cartoon characters that would automatically respond to prompts from the player with pre-scripted answers, they still felt lifelike, and talking to them required tact and social nous. One character called Jumin liked it when I asked him about his pet cat. Another called Zen was a narcissist who only ever wanted compliments. Of all the characters in the game, I was most drawn to Jaehee, the only other woman in the group. She was the most intelligent and self-deprecating. I found her slightly sardonic attitude towards the other characters in the game funny. This meant that once you started, if you stepped away from the game you would miss out on vital conversations and lose track of where you stood with your virtual friends. Cat-obsessed Jumin Han feeding his beloved Elizabeth III. I was on the app two to three hours per day, which felt like a lot. But compared with those I spoke to on forums, my commitment to the game and Jaehee was paltry. Amy, a single mum from South Africa who was part of the Mystic Messenger Addicts forum, told me that she played every day for at least six hours. Once she had successfully wooed one character, she would refresh the app and start again, focusing her attention on someone new. Kind of like an ideal boyfriend, maybe. Wild Rose said that when the game first came out she would play for up to five hours a day but had since cut down. This has meant many sleepless nights catching up. These games were seen as an escape, a last resort for nerdy men who needed virtual girls to substitute for real, healthy heterosexual relationships. This attitude was shared by western media, too, where Japanese dating sims were seen as a curious, almost alien pathology. With the popularity of dating sims now growing outside Japan, similar concerns have once again emerged. In China, where a dating sim called Love and Producer was more than 7m times in its first month, media reports about the game have been mostly negative, if not alarmist. She told me that playing Mystic Messenger had actually made her emotional life more stable and fulfilling. Mystic Messenger was a place where she could explore some of her unmet emotional needs, where it was safe to fantasize and imagine other ways of loving. I felt interesting and needed. That word is moe, which derives from the Japanese verb moeru, meaning to burst into bud. This word was originally used in ancient Japanese love poetry to describe nature blossoming into life. But within the dating sim and anime subcultures, it has come to the unique feeling of intimacy that one can feel for a virtual or fictional being. These are people are not seen as unwell, but just trying to live otherwise. In fact, there are lots of dating sims players who find the idea that they are somehow falling in love with the characters in the game slightly perverse. Photograph: Oscar Schwartz In February, Pape Games, the developer that made Love and Producer, released an ad that a young woman telling her mother that she had finally found a husband, but that the husband was a character in the game. On Weibo, many fans of Love and Producer responded angrily. Aaron Reed, who works at — a tech company that is doing just that — told me that while we are still decades away from designing anything as persuasive as Samantha in Her, more human-like characters are going to become pervasive in the coming years. And she was well aware that there were probably tens of thousands of other gamers out there who he said the same loving things to. For Wild Rose, intimacy with the virtual was something that could only be played out fully between the screen and her imagination. When she played Mystic Messenger, she allowed herself to momentarily suspend disbelief and enter this virtual relationship. She told me that in this way, her love for Saeran was very similar to how she had loved anime characters as a young girl. I became very attached to some of the characters and I would draw fantasy worlds where we lived together. My life in the real world kept interfering with the development of my burgeoning virtual intimacy. That is, it was difficult to justify not making dinner because I had a chat scheduled with a character in a game. I found my conversations with her, also conducted via text, far more compelling than my conversations with Jaehee. But playing Mystic Messenger did make me rethink my relationship with other virtual characters that I communicate with through my phone, like Siri or Slackbot. What I learnt from Wild Rose, who stood at the vanguard of relations with these virtual others, is that when we interact with these characters we are engaged in a collective suspension of disbelief, allowing ourselves to imagine that they understand us, that they are kind of alive. Yet unlike Wild Rose, most of us do not acknowledge the role imagination plays in these relationships with the non-human. We pretend that these anthropomorphic algorithms are coming alive because of technological innovation alone, rather than cultural process and collective myth-making. It is at this point that we risk losing control of the fantasy. They never meet him. Yet they lay their faith and love in his hands.