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    Title: 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
    Authors: 莊渼翎
    Chuang, Mei-Ling
    Contributors: 蔡葵希
    Christine Cook
    莊渼翎
    Chuang, Mei-Ling
    Keywords: 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
    Date: 2025
    Issue Date: 2025-10-02 11:11:50 (UTC+8)
    Abstract: 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.
    Reference: 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.
    Description: 碩士
    國立政治大學
    全球傳播與創新科技碩士學位學程
    111ZM1029
    Source URI: http://thesis.lib.nccu.edu.tw/record/#G0111ZM1029
    Data Type: thesis
    Appears in Collections:[Master’s Program in Global Communication and Innovation Technology] Theses

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