Hsinchieh Chen, Jingyi Zhang, Xiaomeng Zhang, Ni Zeng
{"title":"Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction","authors":"Hsinchieh Chen, Jingyi Zhang, Xiaomeng Zhang, Ni Zeng","doi":"10.1016/j.chb.2025.108651","DOIUrl":null,"url":null,"abstract":"<div><div>This research interrogated the concept of quasi-virtual intimacy, a special relationship between virtual and real worlds in human-computer relationships, by examining cosplay commissions in the Chinese otome game community as a lens to explore the interaction between virtual intimacy and real relationships. It was supposed that this relationship could not be explained by the framework of parasocial romantic relationships, which needed to be established as a theoretical framework. Using the latent Dirichlet allocation model and semi-structured interviews, this study analysed participants‘ motivations, behavioural patterns, and perceptions. It delineated the fundamental processes and unique characteristics of cosplay commissions and examined the new triangle relational dynamics established between players, virtual characters and cosplayers. It was observed that players bought virtual intimacy offline, transferring emotions to fulfil idealised needs, that virtual characters were human-computer interaction character images and provided emotional value, and that cosplayers reshaped real relationships, redefining intimacy in human-computer interactions. In conclusion, this study indicates that quasi-virtual intimacy has three aspects that differ from virtual intimacy: offline, idealised paths of realisation of virtuality-reality relationships, and playing a ‘role’ in real life.</div></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":"168 ","pages":"Article 108651"},"PeriodicalIF":9.0000,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563225000986","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
This research interrogated the concept of quasi-virtual intimacy, a special relationship between virtual and real worlds in human-computer relationships, by examining cosplay commissions in the Chinese otome game community as a lens to explore the interaction between virtual intimacy and real relationships. It was supposed that this relationship could not be explained by the framework of parasocial romantic relationships, which needed to be established as a theoretical framework. Using the latent Dirichlet allocation model and semi-structured interviews, this study analysed participants‘ motivations, behavioural patterns, and perceptions. It delineated the fundamental processes and unique characteristics of cosplay commissions and examined the new triangle relational dynamics established between players, virtual characters and cosplayers. It was observed that players bought virtual intimacy offline, transferring emotions to fulfil idealised needs, that virtual characters were human-computer interaction character images and provided emotional value, and that cosplayers reshaped real relationships, redefining intimacy in human-computer interactions. In conclusion, this study indicates that quasi-virtual intimacy has three aspects that differ from virtual intimacy: offline, idealised paths of realisation of virtuality-reality relationships, and playing a ‘role’ in real life.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.