Loading...
|
Please use this identifier to cite or link to this item:
https://nccur.lib.nccu.edu.tw/handle/140.119/157756
|
Title: | 探索情感投入: 虛擬社會互動、社群恐慌以及情感參與在乙女遊戲玩家消費行為中的影響 Exploring Emotional Investment: The Role of Parasocial Interaction, FOMO, and Emotional Engagement in Player’s Spending in Otome Games |
Authors: | 林冰嬪 Limanseto, Florence |
Contributors: | 蔡葵希 Christine Cook 林冰嬪 Florence Limanseto |
Keywords: | 乙女遊戲 擬社會互動 錯失恐懼 情感參與 玩家消費 Otome games Parasocial Interaction Fear of Missing Out Emotional Engagement Player Spending |
Date: | 2025 |
Issue Date: | 2025-07-01 14:44:21 (UTC+8) |
Abstract: | 本研究探討擬社會互動、錯失恐懼及情感參與等情感因素對行動端乙女遊戲玩家消費行為的影響。儘管在媒體與影響者研究中已有不少關於擬社會互動和錯失恐懼的討論,但針對這些情緒因素在乙女遊戲中的具體作用──尤其在該類遊戲日益採用先進技術的脈絡下——現有研究仍顯不足。本研究聚焦於全球首款全3D乙女遊戲《戀與深空》(疊紙遊戲,2024),作品透過沉浸式敘事、逼真的畫面和專業的配音建構深度體驗。 本文採用量化研究方法,透過線上問卷收集437名全球及中國乙女遊戲玩家的資料。研究結果表明,擬社會互動本身與玩家消費行為相關,而當錯失恐懼和情感參與納入模型後,其影響力顯著下降。在所有因素中,由於玩家受到限時活動和專屬內容的刺激而頻繁消費,狀態性錯失恐懼成為推動消費行為的主導因素。相較之下,置於同一模型檢定時,遊戲愉悅感對消費行為無顯著預測效力。愉悅感雖有助於維持玩家參與度,但真正驅動消費行為的,是玩家與遊戲角色間建立的浪漫而深厚的情感紐帶。此外,畫面與配音均顯著增強了擬社會互動,但僅有配音透過擬社會互動間接影響玩家的消費行為。這表明聽覺表現力在建構可轉化為消費的情緒連結中具有關鍵作用。本文揭示了擬社會互動、錯失恐懼和情感參與在行動端乙女遊戲中如何相互作用以影響玩家的消費行為,從而填補了現有研究的空白。研究結果表明,情緒因素和遊戲製作品質在推動玩家消費方面起到重要作用,這些影響在玩家對角色產生情感依戀或受到限時內容刺激時更為顯著。 This study looks into how emotional factors like parasocial interaction (PSI), fear of missing out (FoMO), and emotional engagement affect player spending behavior in mobile otome games. Although PSI and FoMO have been widely discussed in media and influencer studies, there is still limited research on how these emotions play a role in the unique setting of otome games, especially with the genre’s growing use of advanced technology. This study focuses on otome games particularly about Love and Deepspace (Paper Games, 2024), the first fully 3D otome game, which offers more immersive storytelling, realistic graphics, and professional voice acting. Using a quantitative approach, the data were collected through an online survey of 437 global and Chinese otome players. The results showed that while PSI alone was linked to spending, its influence dropped when FoMO and emotional engagement were also considered. Among all factors, state FoMO turned out to be the strongest driver of spending, as players felt pressured by limited-time events and exclusive content. In contrast, enjoyment did not significantly predict spending when tested in the same model. Enjoyment may sustain player engagement, it is the emotional bond with characters, rooted in romantic attachment and emotional intensity that more directly motivates spending behavior. Both graphics and voice acting significantly strengthened PSI, only voice acting had an indirect effect on spending through PSI. This suggests that auditory expressiveness plays a key role in building emotional bonds that can lead to purchases. These findings fill existing gaps by showing how PSI, FoMO, and emotional engagement interact to influence spending in mobile otome games. They also suggest that emotional factors and production quality play an important role in driving player spending, particularly when players feel attached to characters or pressured by time-limited content. |
Reference: | 完美世界游戏. (2005). Perfect World Games. 完美世界游戏官方网站- 玩,在一起. https://games.wanmei.com/ 深氪新消费. (2023, July 26). 掘金“恋爱”赛道,品牌如何做好女性向营销? [Tapping into the “romance” track: how can brands effectively market to women?]. 腾讯网. https://news.qq.com/rain/a/20230726A04TNI00 游戏茶馆. (2024, August 28). 《恋与深空》立大功,叠纸重回中国手游发行商收入TOP10 ["Love and Deep Space" made great contributions, and Papergames returned to the top 10 of Chinese mobile game publishers in terms of revenue]. 搜狐网. https://www.sohu.com/a/803674742_116126 点点数据. (2025, January 10). 2024年6款游戏移动端狂赚超24亿,产品空窗4年的叠纸如何在两大最热赛道搅动风云?[In 2024, six mobile games raked in over 2.4 billion yuan—how did Papergames, after a 4-year product drought, stir up a storm in the two hottest gaming genres?]. 36Kr. https://36kr.com/p/3116262502891271 Aggarwal, P., Sung, Y. J., & Jong, H. H. (2011). Scarcity Messages. Journal of Advertising, 40(3), 19-30. https://doi.org/10.2753/JOA0091-3367400302 An, X., Peng, Y., Dai, Z., Wang, Y., Zhou, Z., & Zeng, X. (2024). Buying game derivative products Is different from in-game purchases: A mixed-method approach. Behavioral Sciences, 14(8), 652. https://doi.org/10.3390/bs14080652 Andlauer, L. (2018, Fall). Pursuing one's own prince: Love's fantasy in otome game contents and fan practice. Mechademia: Second Arc, 11(1), 166-183. https://doi.org/10.5749/mech.11.1.0166 Bopp, J. A., Müller, L. J., Aeschbach, L. F., Opwis, K., & Mekler, E. D. (2019, October). In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. Exploring emotional attachment to game characters., 313-324. https://doi.org/10.1145/3311350.3347169 Bopp, J. A., Müller, L. J., Aeschbach, L. F., Opwis, K., & Mekler, E. D. (2019, October 22-25). Exploring emotional attachment to game characters. CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 313-324. https://doi.org/10.1145/3311350.3347169 Brandstätter, U., & Sommerer, C. (2016). Productive Gaming. Entertainment Computing - ICEC 2016. ICEC 2016. Lecture Notes in Computer Science, 9926, 260-265. https://doi.org/10.1007/978-3-319-46100-7_27 Butler, J. (2004). Undoing gender. Routledge. ByteDance. (2012). - Inspire Creativity, Enrich Life. 字节跳动. https://www.bytedance.com/ Chen, C., & Fang, Z. (2023). Gacha game analysis and design. ACM SIGMETRICS Performance Evaluation Review, 51(1), 25-26. https://doi.org/10.1145/3606376.3593544 Cheng, M.-T., She, H.-C., & Annetta, L.A. (2014). Game immersion experience: its hierarchical structure and impact on game-based science learning. Journal of Competer Assisted Learning, 31(3), 232-253. Wiley Online Library. https://doi.org/10.1111/jcal.12066 Cheritz. (2016). Mystic Messenger Official Website. Mystic Messenger. http://msg.cheritz.com/ Consoli, D. (2010). A new concept of marketing: The emotional marketing. BRAND. Broad Research in Accounting, Negotiation, and Distribution, 1(1), 52-59. https://www.edusoft.ro/brain/index.php/brand/article/view/76 Costes, J.-M., & Bonnaire, C. (2022). Spending money in free-to-play games: Sociodemographic characteristics, motives, impulsivity and internet gaming disorder specificities. International Journal of Environmental Research and Public Health (IJERPH), 19(23), 15709. https://doi.org/10.3390/ijerph192315709 DataEye游戏观察 [DataEye ADX Research Center]. (2024, March 7). 《恋与深空》出海:收入破3亿,日本杀疯,特“色”打法能吃全球? [Love and Deepspace Goes Global: Over 300 Million in Revenue, Taking Japan by Storm—Can Its 'Sensual' Strategy Win Worldwide?]. 腾讯网. https://news.qq.com/rain/a/20240307A00R6D00?web_channel=wap&openApp=false&suid=&media_id= Dibble, J. L., Hartmann, T., & Rosaen, S. F. (2016). Parasocial interaction and parasocial relationship: Conceptual clarification and a critical assessment of measures. Human Communication Research, 42(1), 21–44. https://doi.org/10.1111/hcre.12063 Elvery, G. (2022, May 29). Undertale’s loveable monsters: Investigating parasocial relationships with non-player characters. Games and Culture, 18(4), 475-497. https://doi.org/10.1177/15554120221105464 Erickson, S. E., Harrison, K., & Cin, S. D. (2018). Toward a multi-dimensional model of adolescent romantic parasocial attachment. Communication Theory, 28(3), 376-399. https://doi.org/10.1093/ct/qtx006 Feng, Y. (2025). From fun to fantasy: Gaming experiences, perceived presence, and adolescent romantic parasocial attachments in romantic video games. Psychology of Popular Media, 14(2), 256-263. https://doi.org/10.1037/ppm0000538 Fu, Y., & Liang, H.-E. (2022). Sinicized exploration of sustainable digital fashion: Chinese game players’ intention to purchase traditional costume skins. Sustainability, 14(13), 7877. https://doi.org/10.3390/su14137877 Gainsbury, S. M., King, D. L., Russell, A. M. T., & Delfabbro, P. (2016). Who pays to play freemium games? The profiles and motivations of players who make purchases within social casino games. Journal of Behavioral Addictions, 5(2), 221-230. https://doi.org/10.1556/2006.5.2016.031 Ganzon, S. C. (2019). Growing the otome game market: Fan labor and otome game communities online. Human Technology, 15(3), 347-366. https://doi.org/10.17011/ht/urn.201911265024 Ganzon, S. C. (2019). Investing time for your in-game boyfriends and BFFs: Time as commodity and the simulation of emotional labor in Mystic Messenger. Games and Culture, 14(2), 139-153. https://doi.org/10.1177/1555412018793068 Gao, H., Guo, R., & You, Q. (2025). Parasocial interactions in otome games: Emotional engagement and parasocial intimacy among Chinese female players. Media and Communication, 13, 8662. 10.17645/mac.8662 Gerling, K. M., Mandryk, R. L., Birk, M., & Doucette, A. (2013). The effects of graphical fidelity on player experience. AcademicMindTrek '13: Proceedings of International Conference on Making Sense of Converging Media, 229-236. https://doi.org/10.1145/2523429.2523473 Ghorbanzadeh, D., & Rahehagh, A. (2021). Emotional brand attachment and brand love: the emotional bridges in the process of transition from satisfaction to loyalty. Rajagiri Management Journal, 15(1), 16-38. 10.1108/RAMJ-05-2020-0024 Giard, A. (2022, January 1). Sacralize a digital character to enhance its charm? Japanese love games and female fan strategy. (A. Hiroshi, P. W. Galbraith, & M. Kovacic, Eds.). Idology in Transcultural Perspective: Anthropological Investigations of Popular Idolatry, 187-214. https://doi.org/10.1007/978-3-030-82677-2_8 Giles, D. C. (2002). Parasocial interaction: A review of the literature and a model for future research. Media Psychology, 4(3), 279-305. https://doi.org/10.1207/S1532785XMEP0403_04 Gong, A. D., & Huang, Y. T. (2023). Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Computers in Human Behavior, 143, 107681. https://doi.org/10.1016/j.chb.2023.107681 Gorisse, G., Christmann, O., Houzangbe, S., & Richir, S. (2019). From robot to virtual doppelganger: Impact of visual fidelity of avatars controlled in third-person perspective on embodiment and behavior in immersive virtual environments. Front. Robot. AI, 6(8), 1-14. Hafner, M., & Jansz, J. (2018). The players‘ experience of immersion in persuasive games: A study of my life as a refugee and PeaceMaker. International Journal of Serious Games, 5(4), 63-79. http://dx.doi.org/10.17083/ijsg.v5i4.263 Halbrook, Y. J., O'Donnell, A. T., & Msetfi, R. M. (2019). When and how video games can be good: A review of the positive effects of video games on well-being. Perspectives on Psychological Science, 14(6), 1096-1104. https://doi.org/10.1177/1745691619863807 Hamari, J. (2015). Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment. International Journal of Information Management, 35(3), 299-308. https://doi.org/10.1016/j.ijinfomgt.2015.01.007 Hamari, J., Alha, K., Järvelä, S., Kivikangas, J. M., Koivista, J., & Paavilainen, J. (2017). Why do players buy in-game content? An empirical study on concrete purchase motivations. Computers in Human Behavior, 68, 538-546. https://doi.org/10.1016/j.chb.2016.11.045 Hidayat, A. H., & Tambunan, S. M. G. (2025). Analysis of the capitalization on companionship among Indonesian young women through otome mobile game. Journal La Sociale, 6(3), 785-798. 10.37899/journal-la-sociale.v6i3.2102 Hoffner, C. (1996, February 1). Children’s wishful identification and parasocial interaction with favorite television characters. Journal of Broadcasting & Electronic Media, 40(3), 389–402. https://doi.org/10.1080/08838159609364360 Hofstede, G. (2001). Culture's Consequences: Comparing Values, Behaviors, Institutions and Organizations Across Nations. SAGE Publications. Hollebeek, L. D., Glynn, M. S., & Brodie, R. J. (2014). Consumer brand engagement in social media: Conceptualization, scale development and validation. Journal of Interactive Marketing, 28(2), 149-165. 10.1016/j.intmar.2013.12.002 Horton, D., & Wohl, R. R. (1956). Mass communication and para-social interaction: Observations on intimacy at a distance. Psychiatry, 19(3), 215-229. https://doi.org/10.1080/00332747.1956.11023049 Hwang, K., & Zhang, Q. (2018). Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge. Computers in Human Behavior, 87, 155-173. https://doi.org/10.1016/j.chb.2018.05.029 IGN Global Studios. (2025, January 21). Inside Love and Deepspace’s Quest to Become the Biggest Name in Global Romance Games. ign.com. https://www.ign.com/articles/inside-love-and-deepspaces-quest-to-become-the-biggest-name-in-global-romance-games InFold Pte. Ltd. (2024, March 8). Love and Deepspace, Lingering Gaze trailer. X. https://x.com/Love_Deepspace/status/1765935478107488715/video/1 InFold Pte. Ltd. (2024, June 21). Love and Deepspace, Entwined Shadows. X. Love and Deepspace | Entwined Shadows InFold Pte. Ltd. [Papergames 叠纸游戏]. (2024, January 8). Romance simulation game with 3D intimate interactions. Love and Deepspace Website. https://loveanddeepspace.infoldgames.com/en-EN/home Inggrit, S. D. S. (2023). Analyzing emotional values’ impact on purchase intention in mobile game virtual item stores. The 7th International Conference on Information Technology (InCIT2023), Chiang Rai, Thailand, 60-64. 10.1109/InCIT60207.2023.10413076. Jacobs, K. (2020). Smouldering pornographies on the Chinese internet. Porn Studies, 7(3), 337-345. https://doi.org/10.1080/23268743.2020.1776151 Jiang, Y., Sun, Y., & Tu, S. (2023). Economic implications of emotional marketing based on consumer loyalty of mobile phone brands: The sequential mediating roles of brand identity and brand trust. Technological and Economic Development of Economy, 29(4), 1318-1335. https://doi.org/10.3846/tede.2023.19278. Jumani, A. K., Shi, J., Laghari, A. A., Estrela, V. V., Sampedro, G. A., Almadhor, A., Kryvinska, N., & Nabi, A. u. (2024). Quality of experience that matters in gaming graphics: How to blend image processing and virtual reality. Electronics, 13(15), 2998. https://doi.org/10.3390/electronics13152998 Kayali, F., Luckner, N., Purgathofer, P., Spiel, K., & Fitzpartrick, G. (n.d.). Design considerations towards long-term engagement in games for health. FDG '18: Proceedings of the 13th International Conference on the Foundations of Digital Games, 35, 1-8. https://doi.org/10.1145/3235765.323578 Kesuma, A. E., & Princes, E. (2024). Antecedents of gacha gaming intention: Extending UTAUT2 with structural video game characteristics. Computers in Human Behavior Reports, 14(100405). https://doi.org/10.1016/j.chbr.2024.100405 Khandai, S., Mathew, J., Yadav, R., Kataria, S., & Kohli, H. (2022). Ensuring brand loyalty for firms practising sustainable marketing: a roadmap. Society and Business Review, 18(2), 219-243. 10.1108/SBR-10-2021-0189 Kim, H. (2009). Women's games in Japan: Gendered identity and narrative construction. Theory Culture Society, 26(2-3), 165–188. https://doi.org/10.1177/0263276409103132 Klimmt, C., Blake, C., Hefmer, D., Vorderer, P., & Roth, C. (2009). Player performance, satisfaction, and video game enjoyment. Entertainment Computing – ICEC 2009, Lecture Notes in Computer Science, 5709, 1-12. https://doi.org/10.1007/978-3-642-04052-8_1 Kuss, D. J., & Griffiths, M. D. (2017, March 17). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14(311), 1-17. https://doi.org/10.3390/ijerph14030311 Lai, Z. S., & Liu, T. t. (2024). “Protecting our female gaze rights”: Chinese female gamers’ and game producers’ negotiations with government restrictions on erotic material. Games and Culture,, 19(1), 3-23. https://doi.org/10.1177/1555412023115130 Lakić, N., Bernik, A., & Čep, A. (2023). Addiction and spending in gacha games. Information, 14(7), 399. https://doi.org/10.3390/info14070399 Lens, L. (2025, March 7). Light and Night Market Analysis 2025: A Close Look. Otome. https://otome.com/authorbiography/lovers-lens/ Li, H. (2023). Identifying the science and art of interactive experiences. Advances in Economics, Management and Political Sciences, 58, 96-101. https://doi.org/10.54254/2754-1169/58/20230831 Li, L., Griffiths, M. D., Mei, S., & Niu, Z. (2021). The mediating role of impulsivity and the moderating role of gender between fear of missing out and gaming disorder among a sample of Chinese university students. Cyberpsychology, Behavior, and Social Networking, 24(8), 550-557. https://doi.org/10.1089/cyber.2020.0283 Li, L., Griffiths, M. D., Niu, Z., & Mei, S. (2020). Fear of missing out (FoMO) and gaming disorder among Chinese university students: Impulsivity and game time as mediators. Issues in Mental Health Nursing, 41(12), 1104-1113. https://doi.org/10.1080/01612840.2020.1774018 Li, L., Niu, Z., Griffiths, M. D., & Mei, S. (2021). Relationship between gaming disorder, self-compensation motivation, game flow, time spent gaming, and fear of missing out among a sample of Chinese university students: A network analysis. Frontiers in Psychiatry, 12(761519), 1-10. https://doi.org/10.3389/fpsyt.2021.761519 Li, X. (2023). The influence of otome games on psychological factors that affects consumers’ behavior in games in China. Lecture Notes in Education Psychology and Public Media, 6, 783-792. https://doi.org/10.54254/2753-7048/6/20220787 Li, Y. (2024). Emotional construction and consumer retention in otome game brands: A case study of crisis public relations in "Light and Night". Advances in Education, Humanities and Social Science Research, 11(1), 359-368. https://doi.org/10.56028/aehssr.11.1.359.2024 Li, Y., & Joo, J. (2023). The mediating effect of psychological ownership on the relationship between value co-creation and the in-app purchasing intention of mobile games players. Behavioral Sciences, 13(3), 205. https://doi.org/10.3390/bs13030205 Lin, J.-H. T., & Peng, W. (2015). Perceived graphic realism scale. Perceived Graphic Realism Scale [Database record]. APA PsycTests. https://doi.org/10.1037/t52038-000 Lin, J.-H. T., Wu, D.-Y., & Tao, C.-C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media & Society, 20(9), 3223-3242. Research Gate. 10.1177/1461444817744850 Liu, H. (2024). Female players' influence in the Chinese video game market. Highlights in Science Engineering and Technology, 88, 116-123. https://doi.org/10.54097/y7ms1s18 Liu, T., & Lai, Z. (2022). From non-player characters to othered participants: Chinese women's gaming experience in the ‘free’ digital market. Information, Communication & Society, 25(3), 376-394. https://doi.org/10.1080/1369118X.2020.1791217 Lukosch, H., Lukosch, S., Hoermann, S., & Lindeman, R. W. (2019). Conceptualizing fidelity for HCI in applied gaming. In: Fang, X. (eds) HCI in Games. HCII 2019. Lecture Notes in Computer Science, 11595, 165-179. https://doi.org/10.1007/978-3-030-22602-2_14 Lukosch, H., Lukosch, S., Hoermann, S., & Linderman, R. W. (2019). Conceptualizing fidelity for HCI in applied gaming. Lecture Notes in Computer Science, 11595, 165-179. https://doi.org/10.1007/978-3-030-22602-2_14 Lyu, G. (2024). A summary of otome games associated with character attachment, parasocial relationship and place attachment. International Journal of Social Sciences and Public Administration, 2(2), 22-26. https://doi.org/10.62051/ijsspa.v2n2.05 McDonagh, A., Lemley, J., Cassidy, R., & Corcoran, P. (2018). Synthesizing game audio using deep neural networks. 2018 IEEE Games, Entertainment, Media Conference (GEM), Galway, Ireland, 1-9. 10.1109/GEM.2018.8516448 Mihoyo. (2012). 米哈游. miHoYo - TECH OTAKUS SAVE THE WORLD. https://www.mihoyo.com/en/ MobTech研究院 [Mob Research Center]. (2020, March 9). 2020“她经济”研究报告 [2020 “Her Economy” Research Report]. MobTech表博. https://www.mob.com/mobdata/report/91 网易云游戏 [NetEase Cloud Gaming]. (2025, March 3). 恋与深空:主线更新慢?每日挑战与新玩法揭秘 [Love and Deepspace: Slow main story updates? A look into daily challenges and new gameplay features]. 网易云游戏 [NetEase Cloud Gaming]. https://cg.163.com/static/content/67c699571872c291ce6d67c6 NetEase Games. (2023). Lovebrush Chronicles. Lovebrush Chronicles Official Site—An interactive love story. https://www.lovebrushchronicles.com/ Nie, Y. (2024). Digital romance: Investigating the drivers of otome games' increased popularity in China based on "Undoing Gender". 3rd International Conference on Education Technology, Economic Management and Social Sciences (ETEMSS 2024), 35, 312-316. https://doi.org/10.54097/yqjx1t38 Nouvanty, V., Suryanto, T. L. M., & Faroqi, A. (2023). Evaluation of uses and gratifications on online otome games. Journal of Information Technology and Communication (TEKNIKA), 12(2), 120-128. https://doi.org/10.34148/teknika.v12i2.613 Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The Male gamer stereotype and the marginalization of women in video game culture. Sex Roles, 76, 421-435. https://doi.org/10.1007/s11199-016-0678-y Pawlowski, C., & Mota, R. R. d. (2022, October 24). Do you choose him or does he choose you? Analyzing character archetypes in Otome games. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, 351-360. SBC. https://doi.org/10.5753/sbgames_estendido.2022.224865 Planells, A. J. (2017). Video games and the crowdfunding ideology: From the gamer-buyer to the prosumer-investor. Journal of Consumer Culture, 17(3), 620-638. https://doi.org/10.1177/1469540515611200 Przybylski, A. K., Murayama, K., DeHaan, C. R., & Gladwell, V. (2013, July). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29(4), 1841-1848. https://doi.org/10.1016/j.chb.2013.02.014 前瞻产业研究院 [Qianzhan Industry Research Institute]. (2021, December 16). 2021年中国女性游戏行业市场规模及发展前景分析未来“她游戏”经济将保持热度 [Analysis of the market size and development prospects of China's women's gaming industry in 2021 The "her gaming" economy will remain popular in the future]. 前瞻产业研究院. https://bg.qianzhan.com/trends/detail/506/211216-171b27bc.html Qookka Games. (2023). 代號鳶 [Ashes of the Kingdom]. https://ashesofthekingdom.qookkagames.com Rativa, A. S., Postma, M., & Zaanen, M. V. (2020). The influence of game character appearance on empathy and immersion: Virtual non-robotic versus robotic animals. Simulation & Gaming, 51(5), 685-711. https://doi.org/10.1177/1046878120926694 Rehfeld, S. (2022). Parasoziale interaktionen in dating-simulationen (Parasocial interactions in dating simulations). MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung (Media, Games and Education), (50), 173-198. https://doi.org/10.21240/mpaed/50/2022.12.07.X Roettl, J., & Terlutter, R. (2018). The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements? PLoS ONE, 13(7), e0200724. https://doi.org/10.1371/journal.pone.0200724 Rubin, A. M., Perse, E. M., & Powell, R. A. (1985, December). Loneliness, parasocial interaction, and local television news viewing. Human Communication Research, 12(2), 155–180. https://doi.org/10.1111/j.1468-2958.1985.tb00071.x Ruckwongpatr, K., Chirawat, P., Ghavifekr, S., Gan, W. Y., Tung, S. E., Nurmala, I., Nadhirah, S. R., Pramukti, I., & Lin, C. Y. (2022). Problematic internet use (PIU) in youth: A brief literature review of selected topics. Current Opinion in Behavioral Sciences, 46, 101-150. https://doi.org/10.1016/j.cobeha.2022.101150 Sensor Tower. (2024). Love and Deepspace. Overview - Apple App Store. https://app.sensortower.com/overview/6443467666?country=US Shine (Shanghai Daily). (2025, April 14). Cupid's arrow goes digital: 'Better than any real man I've ever met'. Shine (Shanghai Daily). https://www.shine.cn/news/in-focus/2504141056/ Silverstein, M. J., & Sayre, K. (2009). The Female Economy. Harvard Business Review. https://hbr.org/2009/09/the-female-economy Šisler, V., Wildt, L. d., & Abbas, S. (n.d.). Breaking barriers: The emergence of a video game culture and industry in the Arab world. The Handbook of Media and Culture in the Middle East, 25, 300-312. https://doi.org/10.1002/9781119637134.ch25 Song, W., & Fox, J. (2016). Playing for love in a romantic video game: Avatar identification, parasocial relationships, and Chinese women's romantic beliefs. Mass Communication and Society, 19(2), 197-215. https://doi.org/10.1080/15205436.2015.1077972 Tencent-TGideas. (2021). Light and Night. 全新资料片· 生还者的花束. https://love.qq.com/ Toh, W. (2022). The player experience and design implications of narrative games. International Journal of Human–Computer Interaction, 39(13), 2742-2769. https://doi.org/10.1080/10447318.2022.2085404 Tukachinsky, R. (2010). Para-romantic love and para-friendships: Development and assessment of a multiple-parasocial relationships scale. American Journal of Media Psychology, 3(1/2), 73-94. https://digitalcommons.chapman.edu/comm_articles/19/. Tukachinsky, R., & Tokunaga, R. S. (2013). 10 the effects of engagement with entertainment. Communication Yearbook, 37(1), 287-322. https://doi.org/10.1080/23808985.2013.11679153 Wang, N., & Doube, W. (2011). How real is reality? A perceptually motivated system for quantifying visual realism in digital images. 2011 International Conference on Multimedia and Signal Processing, Guilin, China, 141-149. 10.1109/CMSP.2011.172 Wang, T. (2023, May). The attitude and depth of female players in the Otome games and the discussion of current gender issues and future prospects. The International Conference on Interdisciplinary Humanities and Communication Studies, 7(1), 71-82. 10.54254/2753-7048/7/20220732 Wang, Y. (2023). Virtual love experience in Love and Producer: Exploring perceptions of love, romance and gender in otome game player communities in China. Media and Communication Research, 4(10), 5-11. 10.23977/mediacr.2023.041002 Wang, Y., & Guoli Notary Public Office. (2023). Virtual love experience in love and producer: Exploring perceptions of love, romance and gender in otome game player communities in China. Media and Communication Research, 4(10), 5-11. 10.23977/mediacr.2023.041002 Wang, Y., Liu, B., Zhang, L., & Zhang, P. (2022). Anxiety, depression, and stress are associated with internet gaming disorder during COVID-19: fear of missing out as a mediator. Frontiers in psychiatry: Sec. Child and Adolescent Psychiatry, 13, 827519. https://doi.org/10.3389/fpsyt.2022.827519 Wang, Y. C., & Hao, X. F. (2022). Virtual nexus: Female players’ emotional attachment in a role-playing video game. Convergence: The International Journal of Research into New Media Technologies, 28(2), 488-505. https://doi.org/10.1177/13548565221089212 Wegmann, E., Oberst, U., Stodt, B., & Brand, M. (2017). Online-specific fear of missing out and Internet-use expectancies contribute to symptoms of internet communication disorder. Addictive Behaviors Reports, 5, 33-42. https://doi.org/10.1016/j.abrep.2017.04.001 Williams, D., Khan, E. M., Pathak, N., & Srivastava, J. (2022). Social value: A computational model for measuring influence on purchases and actions for individuals and systems. Journal of Advertising, 52(2), 247-263. https://doi.org/10.1080/00913367.2021.2002743 Woods, O. (2022). The economy of time, the rationalisation of resources: Discipline, desire and deferred value in the playing of gacha games. Games and Culture, 17(7-8), 1075-1092. https://doi.org/10.1177/15554120221077728 Woods, O. (2024). The affective embeddings of gacha games: Aesthetic assemblages and the mediated expression of the self. New Media & Society, 26(2), 823-838. https://doi.org/10.1177/14614448211067756 Wu, Y., Cai, W., & Mensah, S. A. (2023). “We found love”: Romantic video game involvement and desire for real-life romantic relationships among female gamers. Social Science Computer Review, 42(4), 892-912. https://doi.org/10.1177/08944393231217940 Yang, Y., & Yu, Y. (2024). Interpretation of the path of the exportation of Japanese popular entertainment products from the perspective of cross-cultural communication. Communications in Humanities Research, 41(1), 33-38. 10.54254/2753-7064/41/2024NE0024 Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775. 10.1089/cpb.2006.9.772 Yeo, G. B., Frederiks, E. R., Kiewitz, C., & Neal, A. (2014). A dynamic, self-regulatory model of affect and performance: Interactions between states, traits and task demands. Motivation and Emotion, 38, 429-443. https://doi.org/10.1007/s11031-013-9376-z Yi, J. (2023). Female-oriented dating sims in China: Players’ parasocial relationships, gender attitudes, and romantic beliefs. Psychology of Popular Media, 12(1), 58-68. https://doi.org/10.1037/ppm0000386 Yorozu, C. (2024). Dynamics of male society at work in Japanese firms: inclusion of female self-initiated expatriates in the labor force. Journal of Global Mobility, 12(1), 126-146. https://doi.org/10.1108/JGM-02-2023-0017 Zhang, Y. (2022). Analysis of otome mobile game from the perspective of feminism in China. Journal of Social Science and Humanities, 4(10), 58-62. 10.53469/jssh.2022.4(10).11 Zhang, Z. (2024). The rise of otome games in China: Exploring the social and psychological traits of otome game players. Lecture Notes in Education Psychology and Public Media, 59, 173-179. 10.54254/2753-7048/59/20241720 Zhu, W., Xu, M., & Wang, S. (2024). Relationship between otome games and female body image anxiety. Proceedings of the International Conference on Global Politics and Socio-Humanities, 45, 127-134. https://doi.org/10.54254/2753-7048/45/20230343 |
Description: | 碩士 國立政治大學 國際傳播英語碩士學位學程(IMICS) 112461005 |
Source URI: | http://thesis.lib.nccu.edu.tw/record/#G0112461005 |
Data Type: | thesis |
Appears in Collections: | [國際傳播英語碩士學程] 學位論文
|
Files in This Item:
File |
Size | Format | |
100501.pdf | 970Kb | Adobe PDF | 0 | View/Open |
|
All items in 政大典藏 are protected by copyright, with all rights reserved.
|