| Literature DB >> 32298303 |
Mayu Koike1, Steve Loughnan1, Sarah C E Stanton1, Midori Ban2.
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.Entities:
Year: 2020 PMID: 32298303 PMCID: PMC7162468 DOI: 10.1371/journal.pone.0231535
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Correlations and descriptive statistics.
| Desire to play | Voice (real life) | Touch (real life) | Voice (RVGs) | Touch (RVGs) | Loneliness | Satisfaction | Self-esteem | Unsatisfied to being single | |
| Desire to play | 1 | ||||||||
| Voice (real life) | .12 | 1 | |||||||
| Touch (real life) | .05 | .40 | 1 | ||||||
| Voice (RVGs) | .13 | .40 | .40 | 1 | |||||
| Touch (RVGs) | .10 | .05 | .40 | .17 | 1 | ||||
| Loneliness | .15 | -.06 | .11 | -.01 | .05 | 1 | |||
| Life- satisfaction | -.02 | .16 | .40 | .13 | .10 | -.48 | 1 | ||
| Self-esteem | -.02 | .09 | .15 | -.09 | .02 | -.49 | .61 | 1 | |
| Unsatisfied with being single | -.20 | -.19 | -.31 | .07 | -.52 | -.07 | .04 | -.04 | 1 |
| Descriptive statistics | |||||||||
| Mean | 3.43 | 5.93 | 6.86 | 5.60 | 4.23 | 1.78 | 3.87 | 2.45 | 4.14 |
| S.D. | 1.76 | 0.77 | 1.06 | 1.22 | 1.77 | 0.57 | 1.37 | 0.50 | 1.55 |
*p<0.05, two-tailed.
**p < 0.01, two-tailed.
Factor loading matrix with promax rotation for anticipated benefit scale items.
| Factor Loadings | |||
|---|---|---|---|
| 1 | 2 | ||
| To what extent do you think romantic video games make you feel happy? | -.05 | ||
| To what extent do you think romantic video games allow you to feel fantasy love? | -.18 | ||
| To what extent do you think romantic video games reduce your mental stress? | .08 | ||
| To what extent do you think romantic video games increase your confidence? | -.04 | ||
| To what extent do you think romantic video games teach you useful skills for real romance? | -.11 | ||
| To what extent do you think romantic video games develop your social skills? | -.04 | ||
| To what extent do you think romantic video games let you try different romantic partner from the real one? | -.10 | .22 | |
| To what extent do you think romantic video games characters have perfect personality compared to real partner? | .57 | -.20 | |
| To what extent do you think romantic video games make you feel content? | .63 | .23 | |
| To what extent do you think romantic video games make you feel secure? | .22 | .59 | |
| To what extent do you think romantic video games help you to recover from the experience of broken hurt? | .16 | .46 | |
| To what extent do you think you feel jealousy towards a virtual partner in romantic video games if your real partner plays it? | -.09 | .40 | |
| To what extent do you think romantic video games reduce loneliness? | .29 | .40 | |
| Eigenvalue | 5.40 | 1.33 | |
| % of total variance | 41.50 | 10.24 | |
| Total variance | 51.74 | ||
Factor loading in bold type were considered for cluster interpretation.
Correlations and descriptive statistics for the variables of all participants in study 2.
| Desire to play RVGs | Voice (real life) | Touch (real life) | Voice (RVGs) | Touch (RVGs) | Loneliness | Skills Acquisition | Positive Affect Enhancement | |
| Desire to play RVGs | 1 | |||||||
| Voice (real life) | -.05 | 1 | ||||||
| Touch (real life) | -.03 | .51 | 1 | |||||
| Voice (RVGs) | .29 | .28 | .18 | 1 | ||||
| Touch (RVGs) | .23 | .23 | .18 | .55 | 1 | |||
| Loneliness | .13 | -.05 | -.10 | .07 | .08 | 1 | ||
| Skills Acquisition | .28 | -.07 | -.07 | .16 | .21 | .01 | 1 | |
| Positive Affect Enhancement | .37 | .06 | .02 | .31 | .24 | .10 | .57 | 1 |
| Descriptive statistics | ||||||||
| Mean | 23.70 | 5.94 | 5.88 | 5.02 | 4.11 | 1.63 | 2.91 | 3.95 |
| S.D. | 27.13 | 1.16 | 1.11 | 1.54 | 1.68 | .49 | 1.20 | 1.34 |
*p<0.05, two-tailed.
**p < 0.01, two-tailed.
Correlations and descriptive statistics for the variables of male participants (below diagonal) and female participants (above diagonal) in study 2.
| Desire to play RVGs | Voice (real life) | Touch (real life) | Voice (RVGs) | Touch (RVGs) | Loneliness | Skills Acquisition | Positive Affect Enhancement | |
| Desire to play RVGs | 1 | .05 | .11 | .29 | .14 | .11 | .28 | .41 |
| Voice (real life) | -.12 | 1 | .22 | .34 | .24 | -.09 | .06 | .13 |
| Touch (real life) | -.12 | .68 | 1 | .09 | .18 | -.05 | .06 | -.01 |
| Voice (RVGs) | .27 | .27 | .20 | 1 | .46 | .08 | .19 | .29 |
| Touch (RVGs) | .29 | .24 | .17 | .59 | 1 | .03 | .34 | .31 |
| Loneliness | .15 | -.03 | -.12 | .07 | .11 | 1 | .00 | .09 |
| Skills Acquisition | .29 | -.15 | -.13 | .14 | .14 | .01 | 1 | .63 |
| Positive Affect Enhancement | .33 | .03 | .03 | .31 | .20 | .11 | .54 | 1 |
| Descriptive statistics | ||||||||
| Mean (Male) | 21.78 | 5.99 | 5.82 | 4.80 | 3.99 | 1.64 | 2.90 | 3.87 |
| Mean (Female) | 28.87 | 5.87 | 5.97 | 5.39 | 4.29 | 1.60 | 4.29 | 2.93 |
| S.D. (Male) | 25.95 | 1.12 | 1.17 | 1.61 | 1.69 | .51 | 1.25 | 1.37 |
| S.D. (Female) | 28.83 | 1.23 | 1.01 | 1.35 | 1.64 | .47 | 1.38 | 1.13 |
*p<0.05, two-tailed.
**p < 0.01, two-tailed.