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題名 戀愛養成遊戲玩家與角色的關係:對現實生活伴侶關係的影響
The Bond Between Characters and Gamers in Women’s Games: Effects on Real-Life Romantic Relationships作者 莊渼翎
Chuang, Mei-Ling貢獻者 蔡葵希
Christine Cook
莊渼翎
Chuang, Mei-Ling關鍵詞 戀愛養成遊戲
紙性戀
化身為我
反身性思考
Otome Games
Fictorelationships
Avatar-as-me
Reflexive Thinking日期 2025 上傳時間 2-Oct-2025 11:11:50 (UTC+8) 摘要 隨著越來越多女性玩家加入數位遊戲的體驗,許多遊戲公司,尤其是亞洲,開始提升開發專為女性玩家設計的遊戲 (Cosmos, 2017)。戀愛養成遊戲提供玩家與多位富含個人魅力的男性角色發展戀愛故事,打破以往漫畫和電視劇的書面限制,玩家能夠選擇與角色對話的選項,且加上配音員的加入,有別以往,遊戲沉浸感大幅提升,讓玩家能打造自己的戀愛故事。本研究探討了戀愛養成遊戲的理論與應用層面,特別是專注於玩家的遊戲體驗如何影響現實戀愛關係的關聯。根據Banks和Bowman (2013)的研究,遊戲玩家與虛擬化身之間的身分認同關係可以分為三種類型:化身為我、化身為共生體、化身為他者。此外,紙性戀 (Karhulahti & Välisalo, 2021) 的理論指的是讀者與虛構角色之間的情感關係。本研究結果展示這些理論可應用於分析玩家與與虛擬角色之間的關係。透過與16位女性玩家的深入訪談後,結果顯示大多數研究參與者對虛擬男性角色的情感與紙性戀的概念相符。同時,結果也證明了反身性思考在玩家於遊戲中探索情感時扮演非常重要的存在。
With the growing number of women participating in digital gaming, particularly in Asia, various companies are increasingly publishing games specifically targeting women (Cosmos, 2017). Otome games, which allow players to pursue romantic storylines with multiple attractive male characters through dialogue choices, break through the limitations of comics and television dramas. These games enable players to shape their own romantic experiences. This study explores the theoretical implications of otome games, specifically their influence on players' perceptions of real-life romantic relationships. According to Banks and Bowman (2013), the relationship between viewers and avatars can be categorized into three types: avatar-as-me, avatar-as-symbiote, and avatar-as-other. Additionally, the concept of Fictorelationship (Karhulahti & Välisalo, 2021) refers to the emotional connection between readers and fictional characters. In this study, the results show that these concepts can be applied to analyze the relationships between players and virtual characters in otome games. Interviews with 16 female gamers reveal that, for most participants, the emotional connection to the virtual character aligns with the idea of Fictorelationship. Finally, this study demonstrates the important role of reflexive thinking when players use otome games to explore their feelings.參考文獻 Altman, I., & Taylor, D. A. (1973). Social penetration: The development of interpersonal relationships. Holt, Rinehart & Winston. Banks, J., & Bowman, N. D. (2013). Close intimate playthings? Understanding player-avatar relationships as a function of attachment, agency, and intimacy. AoIR Selected Papers of Internet Research. Chang, Y. (2009). 遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合 Conjunction of Online and Offline World: A Study Based on MMORPG Players’Interpretations of their Experiences. 新聞學研究, 1-45. https://mcr.nccu.edu.tw/web/backissues/backissues_in.jsp?pp_no=1112 Cosmos, A. (2017). Sadistic Lovers: Exploring Taboos in Otome Games. AK Peters/CRC Press. Croes, E. A., & Antheunis, M. L. (2021). Can we be friends with Mitsuku? A longitudinal study on the process of relationship formation between humans and a social chatbot. Journal of Social and Personal Relationships, 38(1), 279-300. De Bérail, P., Guillon, M., & Bungener, C. (2019). The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework. Computers in Human Behavior, 99, 190-204. Dewey, J. (1933). How we think: A restatement of the relation of reflective thinking to the educative process. Dharmadhikari, S. (July 2024). Otome Games Market Report 2024 (Global Edition). https://www.cognitivemarketresearch.com/otome-games-market-report#tab_toc Feminist Frequency, A. S. (2013). Damsel in Distress: Part 3 - Tropes vs Women in Video Games. https://www.youtube.com/watch?v=LjImnqH_KwM 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. 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. Giard, A. (2024). Love for a handsome man requires a lot of friends: Sociability practices related to romance games (Otome Games) in Japan. Diogenes, 65(1), 14-30. 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. Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215-229. https://doi.org/10.1080/00332747.1956.11023049 Horton, D., & Wohl, R. R. (1956). Mass communication and para-social interaction. Psychiatry: Journal for the Study of Interpersonal Processes, 19, 215-229. Karhulahti, V.-M., & Välisalo, T. (2021). Fictosexuality, fictoromance, and fictophilia: A qualitative study of love and desire for fictional characters. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.575427 Kim, H. (2009). Women's games in Japan: Gendered identity and narrative construction. Theory, Culture & Society, 26(2-3), 165-188. Lai, Z., & Liu, 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. Lei, Q., Tang, R., Ho, H. M., Zhou, H., Guo, J., & Tang, Z. (2024). A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in China. Proceedings of the CHI Conference on Human Factors in Computing Systems, Pan, Y., Tang, Y., & Niu, Y. (2023). An Empathetic User-Centric Chatbot for Emotional Support. arXiv preprint arXiv:2311.09271. Sarkeesian, A. (2010). I’ll make a man out of you”: Strong women in science fiction and fantasy television. Unpublished Master thesis). York University, Canada. Retrieved October, 11, 2012. Shrum, L. J. (2004). The cognitive processes underlying cultivation effects are a function of whether the judgments are on-line or memory-based. 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. 描述 碩士
國立政治大學
全球傳播與創新科技碩士學位學程
111ZM1029資料來源 http://thesis.lib.nccu.edu.tw/record/#G0111ZM1029 資料類型 thesis dc.contributor.advisor 蔡葵希 zh_TW dc.contributor.advisor Christine Cook en_US dc.contributor.author (Authors) 莊渼翎 zh_TW dc.contributor.author (Authors) Chuang, Mei-Ling en_US dc.creator (作者) 莊渼翎 zh_TW dc.creator (作者) Chuang, Mei-Ling en_US dc.date (日期) 2025 en_US dc.date.accessioned 2-Oct-2025 11:11:50 (UTC+8) - dc.date.available 2-Oct-2025 11:11:50 (UTC+8) - dc.date.issued (上傳時間) 2-Oct-2025 11:11:50 (UTC+8) - dc.identifier (Other Identifiers) G0111ZM1029 en_US dc.identifier.uri (URI) https://nccur.lib.nccu.edu.tw/handle/140.119/159702 - dc.description (描述) 碩士 zh_TW dc.description (描述) 國立政治大學 zh_TW dc.description (描述) 全球傳播與創新科技碩士學位學程 zh_TW dc.description (描述) 111ZM1029 zh_TW dc.description.abstract (摘要) 隨著越來越多女性玩家加入數位遊戲的體驗,許多遊戲公司,尤其是亞洲,開始提升開發專為女性玩家設計的遊戲 (Cosmos, 2017)。戀愛養成遊戲提供玩家與多位富含個人魅力的男性角色發展戀愛故事,打破以往漫畫和電視劇的書面限制,玩家能夠選擇與角色對話的選項,且加上配音員的加入,有別以往,遊戲沉浸感大幅提升,讓玩家能打造自己的戀愛故事。本研究探討了戀愛養成遊戲的理論與應用層面,特別是專注於玩家的遊戲體驗如何影響現實戀愛關係的關聯。根據Banks和Bowman (2013)的研究,遊戲玩家與虛擬化身之間的身分認同關係可以分為三種類型:化身為我、化身為共生體、化身為他者。此外,紙性戀 (Karhulahti & Välisalo, 2021) 的理論指的是讀者與虛構角色之間的情感關係。本研究結果展示這些理論可應用於分析玩家與與虛擬角色之間的關係。透過與16位女性玩家的深入訪談後,結果顯示大多數研究參與者對虛擬男性角色的情感與紙性戀的概念相符。同時,結果也證明了反身性思考在玩家於遊戲中探索情感時扮演非常重要的存在。 zh_TW dc.description.abstract (摘要) With the growing number of women participating in digital gaming, particularly in Asia, various companies are increasingly publishing games specifically targeting women (Cosmos, 2017). Otome games, which allow players to pursue romantic storylines with multiple attractive male characters through dialogue choices, break through the limitations of comics and television dramas. These games enable players to shape their own romantic experiences. This study explores the theoretical implications of otome games, specifically their influence on players' perceptions of real-life romantic relationships. According to Banks and Bowman (2013), the relationship between viewers and avatars can be categorized into three types: avatar-as-me, avatar-as-symbiote, and avatar-as-other. Additionally, the concept of Fictorelationship (Karhulahti & Välisalo, 2021) refers to the emotional connection between readers and fictional characters. In this study, the results show that these concepts can be applied to analyze the relationships between players and virtual characters in otome games. Interviews with 16 female gamers reveal that, for most participants, the emotional connection to the virtual character aligns with the idea of Fictorelationship. Finally, this study demonstrates the important role of reflexive thinking when players use otome games to explore their feelings. en_US dc.description.tableofcontents Acknowledgement i Abstract ii Table of Contents iv Introduction 1 Theoretical Background 4 What are Otome Games? 4 The First Japanese Otome Game: Angelique 4 The Potential of Otome Games 5 Otome Games as a Field of Academic Study 6 Parasocial Relationships 8 Fictorelationships 11 The Present Work 12 Figure 1. 13 Proposed Methodology 15 Participants 15 Table 1. 16 Procedure and Materials 16 Results 17 Motivations to Play Otome Games 17 Relationships between Gamers, Game Characters, and Voice Actors 18 Players and Characters 18 Players and Voice Actors 21 Connection with Proposed Emotion-Generation Model 22 Impact of Gaming Experience on Real-life Relationships 22 Expectations of Partners 23 Expectations of Self 27 Discussion 28 Theoretical Implications 30 Limitations and Future Directions 31 References 33 Appendix A 37 Informed Consent 37 Interview Questions 37 (B) 與遊戲角色的關係 Relationship with Game Characters 38 (C) 遊戲體驗對現實戀愛的影響 Impact of Gaming Experience on Real-Life Relationships 39 (D) 過去、現在與未來 Past, Present, and Future 40 Debriefing 40 zh_TW dc.format.extent 521216 bytes - dc.format.mimetype application/pdf - dc.source.uri (資料來源) http://thesis.lib.nccu.edu.tw/record/#G0111ZM1029 en_US dc.subject (關鍵詞) 戀愛養成遊戲 zh_TW dc.subject (關鍵詞) 紙性戀 zh_TW dc.subject (關鍵詞) 化身為我 zh_TW dc.subject (關鍵詞) 反身性思考 zh_TW dc.subject (關鍵詞) Otome Games en_US dc.subject (關鍵詞) Fictorelationships en_US dc.subject (關鍵詞) Avatar-as-me en_US dc.subject (關鍵詞) Reflexive Thinking en_US dc.title (題名) 戀愛養成遊戲玩家與角色的關係:對現實生活伴侶關係的影響 zh_TW dc.title (題名) The Bond Between Characters and Gamers in Women’s Games: Effects on Real-Life Romantic Relationships en_US dc.type (資料類型) thesis en_US dc.relation.reference (參考文獻) Altman, I., & Taylor, D. A. (1973). Social penetration: The development of interpersonal relationships. Holt, Rinehart & Winston. Banks, J., & Bowman, N. D. (2013). Close intimate playthings? Understanding player-avatar relationships as a function of attachment, agency, and intimacy. AoIR Selected Papers of Internet Research. Chang, Y. (2009). 遊戲、人生:從線上遊戲玩家探討網路世界與日常生活的結合 Conjunction of Online and Offline World: A Study Based on MMORPG Players’Interpretations of their Experiences. 新聞學研究, 1-45. https://mcr.nccu.edu.tw/web/backissues/backissues_in.jsp?pp_no=1112 Cosmos, A. (2017). Sadistic Lovers: Exploring Taboos in Otome Games. AK Peters/CRC Press. Croes, E. A., & Antheunis, M. L. (2021). Can we be friends with Mitsuku? A longitudinal study on the process of relationship formation between humans and a social chatbot. Journal of Social and Personal Relationships, 38(1), 279-300. De Bérail, P., Guillon, M., & Bungener, C. (2019). The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework. Computers in Human Behavior, 99, 190-204. Dewey, J. (1933). How we think: A restatement of the relation of reflective thinking to the educative process. Dharmadhikari, S. (July 2024). Otome Games Market Report 2024 (Global Edition). https://www.cognitivemarketresearch.com/otome-games-market-report#tab_toc Feminist Frequency, A. S. (2013). Damsel in Distress: Part 3 - Tropes vs Women in Video Games. https://www.youtube.com/watch?v=LjImnqH_KwM 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. 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. Giard, A. (2024). Love for a handsome man requires a lot of friends: Sociability practices related to romance games (Otome Games) in Japan. Diogenes, 65(1), 14-30. 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. Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215-229. https://doi.org/10.1080/00332747.1956.11023049 Horton, D., & Wohl, R. R. (1956). Mass communication and para-social interaction. Psychiatry: Journal for the Study of Interpersonal Processes, 19, 215-229. Karhulahti, V.-M., & Välisalo, T. (2021). Fictosexuality, fictoromance, and fictophilia: A qualitative study of love and desire for fictional characters. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.575427 Kim, H. (2009). Women's games in Japan: Gendered identity and narrative construction. Theory, Culture & Society, 26(2-3), 165-188. Lai, Z., & Liu, 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. Lei, Q., Tang, R., Ho, H. M., Zhou, H., Guo, J., & Tang, Z. (2024). A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in China. Proceedings of the CHI Conference on Human Factors in Computing Systems, Pan, Y., Tang, Y., & Niu, Y. (2023). An Empathetic User-Centric Chatbot for Emotional Support. arXiv preprint arXiv:2311.09271. Sarkeesian, A. (2010). I’ll make a man out of you”: Strong women in science fiction and fantasy television. Unpublished Master thesis). York University, Canada. Retrieved October, 11, 2012. Shrum, L. J. (2004). The cognitive processes underlying cultivation effects are a function of whether the judgments are on-line or memory-based. 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. zh_TW
