{"title":"\"我们找到了爱女性游戏玩家的浪漫电子游戏参与和对现实生活中浪漫关系的渴望","authors":"Yuehua Wu, Weijia Cai, Sandra Asantewaa Mensah","doi":"10.1177/08944393231217940","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":506768,"journal":{"name":"Social Science Computer Review","volume":"4 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-11-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"“We Found Love”: Romantic Video Game Involvement and Desire for Real-Life Romantic Relationships Among Female Gamers\",\"authors\":\"Yuehua Wu, Weijia Cai, Sandra Asantewaa Mensah\",\"doi\":\"10.1177/08944393231217940\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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.\",\"PeriodicalId\":506768,\"journal\":{\"name\":\"Social Science Computer Review\",\"volume\":\"4 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-11-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Social Science Computer Review\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/08944393231217940\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Social Science Computer Review","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/08944393231217940","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
“We Found Love”: Romantic Video Game Involvement and Desire for Real-Life Romantic Relationships Among Female Gamers
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.