"We Found Love": Romantic Video Game Involvement and Desire for Real-Life Romantic Relationships Among Female Gamers

被引:9
作者
Wu, Yuehua [1 ,2 ]
Cai, Weijia [1 ]
Mensah, Sandra Asantewaa [1 ]
机构
[1] Shanghai Jiao Tong Univ, Sch Media & Commun, Shanghai, Peoples R China
[2] Shanghai Jiao Tong Univ, Sch Media & Commun, 800 Dongchuan Rd, Shanghai 200240, Peoples R China
关键词
romantic video games; parasocial relationship; avatar identification; real-life romantic relationships; female gamers; SOCIAL COGNITIVE THEORY; PARASOCIAL INTERACTION; CHARACTER IDENTIFICATION; WISHFUL IDENTIFICATION; SELF; BELIEFS; MODEL; COMMUNICATION; GENDER; ATTITUDES;
D O I
10.1177/08944393231217940
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Despite the increasing popularity of female-oriented romantic video games (RVGs, also known as otome games) in Asia, research on this topic is scarce. Drawing upon social exchange theory and social cognitive theory, the current study examined the association of RVG involvement and desire for real-life romantic relationships (RLRRs), and tested a SEM path model delineating the possible pathways linking RVG involvement to RLRR desire. A survey method was adopted to collect data from female RVG players on an online otome games forum in China. Results from a valid sample of 353 respondents (aged 18 or older) showed the direct, indirect, and total effects of RVG involvement on players' interest in real-life dating and marriage relationships were all negatively significant. It was found that gamers' avatar identification and parasocial relationships with romantic targets significantly mediated the relationship between RVG involvement and RLRR desire. Adding to a comparatively under-explored line of inquiry on the role of computer games in shaping real-life romance, this study contributes to both game effects and romantic media consumption literature.
引用
收藏
页码:892 / 912
页数:21
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