Abstract

People in romantic relationships often benefit from improved mental and physical health and well-being. Today, these relationships can be recreated using virtual agents. For instance, some people anthropomorphize and fall in love with a virtual partner in a romantic video game. Although previous psychological research has examined anthropomorphized agents, it has neglected virtual romantic relationships. This study aims to examine the desire to play underlying playing romantic video games (RVGs). In Study 1, 43 Japanese participants completed a survey about their desire to play RVGs and their current romantic relationship status. The research revealed that a human-like voice and the use of touch were perceived as important factors in anthropomorphized relationships. In Study 2, an independent sample of 281 Japanese participants replicated the results of Study 1 regarding the importance of voice and touch in RVGs. Moreover, we found that a desire to develop social skills and alleviate negative emotions independently desire to play RVG use. As an important first step, these findings reveal several factors which might contribute to developing a romantic relationship with a virtual agent.

Highlights

  • IntroductionMany of us have felt imaginary romance towards people in books, plays, and films

  • Developing romantic feelings toward a fictitious character is not an alien concept

  • We found the same directions of all participant data, such as the more males believe in the benefits of romantic video games (RVGs), the more they would like to play RVGs

Read more

Summary

Introduction

Many of us have felt imaginary romance towards people in books, plays, and films. Computers allow these virtual characters to become interactive and responsive; machines can mimic some of the core characteristics of a human romantic relationship (e.g., conversation). Today, these virtual romantic relationships are available in romantic video games (RVGs). When Japanese game company KONAMI released the male-oriented ‘Love Plus’ in Japan, many players reported falling in love with one of the virtual agents. Some ‘Love Plus’ players reported preferring their virtual girlfriend to real women [1]. In 2014, RVGs in Japan were worth $130million per annum, and in 2016 a single, leading

Objectives
Results
Conclusion

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.