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

Yuehua Wu, Weijia Cai, Sandra Asantewaa Mensah
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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.
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"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
尽管女性向浪漫电子游戏(RVG,又称otome游戏)在亚洲越来越受欢迎,但有关这一主题的研究却很少。本研究以社会交换理论和社会认知理论为基础,探讨了 RVG 参与与对现实生活中恋爱关系(RLRR)的渴望之间的关联,并检验了一个 SEM 路径模型,该模型描述了 RVG 参与与 RLRR 渴望之间可能的关联路径。研究采用了调查方法,在中国的一个在线奥特曼游戏论坛上收集女性 RVG 玩家的数据。353名有效受访者(18岁以上)的调查结果显示,RVG参与对玩家对现实生活中约会和婚姻关系的兴趣的直接、间接和总体影响均为负向显著。研究发现,游戏玩家的化身认同和与恋爱对象的寄生关系在很大程度上调解了 RVG 参与和 RLRR 欲望之间的关系。本研究是对电脑游戏在塑造现实生活中的恋情方面所起作用的一个相对探索不足的研究领域的补充,对游戏效应和浪漫媒体消费文献都有贡献。
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