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[journal article]

dc.contributor.authorGao, Haode
dc.contributor.authorGuo, Ruoqingde
dc.contributor.authorYou, Qingqingde
dc.date.accessioned2024-10-25T09:33:26Z
dc.date.available2024-10-25T09:33:26Z
dc.date.issued2025de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/97388
dc.description.abstractThis study conducts qualitative research on female players of otome games, exploring the mechanisms of romantic relationship formation within these games and their impact on perceptions of real-life intimate relationships. The findings reveal that the parasocial romantic relationships formed in otome games are not entirely detached from reality; instead, they are embedded in daily life through game interaction mechanisms and the players' internalized imagination, thereby influencing the reconstruction of real-life intimate relationships. Female players show a high degree of acceptance and immersion in these romantic relationships, focusing on the emotional support provided by male characters. These relationships play a positive role in fulfilling emotional needs, regulating negative emotions, constructing self-identity, and redefining perceptions of intimacy. The intangibility of physical contact remains the only significant shortcoming, as perceived by a minority of players, pointing to a primary direction for the future development of otome games.de
dc.languageende
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.ddcSoziologie, Anthropologiede
dc.subject.ddcSociology & anthropologyen
dc.subject.otheremotional feedback; otome games; parasocial relationships; parasocial romantic relationships; self-perception; video gamesde
dc.titleParasocial Interactions in Otome Games: Emotional Engagement and Parasocial Intimacy Among Chinese Female Playersde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/8662/3926de
dc.source.journalMedia and Communication
dc.source.volume13de
dc.publisher.countryPRTde
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.classozWirkungsforschung, Rezipientenforschungde
dc.subject.classozImpact Research, Recipient Researchen
dc.subject.classozKommunikationssoziologie, Sprachsoziologie, Soziolinguistikde
dc.subject.classozSociology of Communication, Sociology of Language, Sociolinguisticsen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozparasoziale Interaktionde
dc.subject.thesozparasocial interactionen
dc.subject.thesozSelbstbildde
dc.subject.thesozself-imageen
dc.subject.thesozPartnerschaftde
dc.subject.thesozpartnershipen
dc.subject.thesozGefühlde
dc.subject.thesozemotionen
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10047674
internal.identifier.thesoz10037555
internal.identifier.thesoz10044348
internal.identifier.thesoz10096390
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
internal.identifier.classoz1080404
internal.identifier.classoz1080407
internal.identifier.classoz10217
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc070
internal.identifier.ddc301
dc.source.issuetopicDigital Games at the Forefront of Change: On the Meaningfulness of Games and Game Studiesde
dc.identifier.doihttps://doi.org/10.17645/mac.8662de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/8662
ssoar.urn.registrationfalsede


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