Easter egg cheat code. Princess Maker attracted negative attention due to the fact it was widely promoted as a mainstream video game, unlike other translated games which had been kept in adult-only channels as pornography. The dōjinshi webcomic Megatokyo, popular among Western followers of anime, especially in the United States, was inspired in a large extent by dating sims. Megatokyo idealizes bishōjo games while simultaneously expressing another criticism commonly used in the West against them: that players resort to them as a form of escapism because they are socially inept (This type of criticism is also found in Japan, though in a quite different form: see otaku). While translations of bishōjo games in English remain a relatively niche market confined mostly to the adult genre, elements of the gameplay do exist in a lot of games. Story of Seasons, Persona 3, the Rune Factory series, and other games like them focus on the social interaction and the romancing of attractive anime girls. However, such games also offer much more social ties, even if the gameplay may favor social interaction with females. Cultural transmission Western players can use bishōjo games to help orient themselves to the Japanese culture through aspects of telepresence. However, because bishōjo games rely heavily on iconic nature, their level of perceptual immersion is diminished in comparison to mediums like virtual reality. Instead, they rely on psychological immersion. These games are constructed around popular culture and other social phenomena of Japan which then combined with immersion and telepresence allows a Western player to get a better idea of what it is like living in Japan. According to Mathew T. Jones of Temple University, Peter Payne, founder of Jast USA, says, "You're reaching out and touching a little piece of Japan in the game – you really feel like you're experiencing love and life vicariously through the game characters". By using a first person avatar with Japanese identity, bishōjo games offer an unprecedented means of cultural immersion that, according to Jones, travel and live interpersonal communication cannot. This is done by taking on the Japanese identity that allows for an intimate perspective of the Japanese culture while maintaining the ability to make choices throughout the game. In addition, some English translations offer liner notes or in-game text to explain certain Japanese idiosyncrasies. The knowledge can be broken into five main categories: language; cultural events; stories; media; and sexual culture.