| 研究生: |
林冰嬪 Florence Limanseto |
|---|---|
| 論文名稱: |
探索情感投入: 虛擬社會互動、社群恐慌以及情感參與在乙女遊戲玩家消費行為中的影響 Exploring Emotional Investment: The Role of Parasocial Interaction, FOMO, and Emotional Engagement in Player’s Spending in Otome Games |
| 指導教授: |
蔡葵希
Christine Cook |
| 口試委員: |
Jih-Hsuan Tammy Lin
Veli-Matti Karhulahti |
| 學位類別: |
碩士
Master |
| 系所名稱: |
傳播學院 - 國際傳播英語碩士學位學程(IMICS) International Master's Program in International Communication Studies(IMICS) |
| 論文出版年: | 2025 |
| 畢業學年度: | 113 |
| 語文別: | 英文 |
| 論文頁數: | 69 |
| 中文關鍵詞: | 乙女遊戲 、擬社會互動 、錯失恐懼 、情感參與 、玩家消費 |
| 外文關鍵詞: | Otome games, Parasocial Interaction, Fear of Missing Out, Emotional Engagement, Player Spending |
| 相關次數: | 點閱:132 下載:78 |
| 分享至: |
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本研究探討擬社會互動、錯失恐懼及情感參與等情感因素對行動端乙女遊戲玩家消費行為的影響。儘管在媒體與影響者研究中已有不少關於擬社會互動和錯失恐懼的討論,但針對這些情緒因素在乙女遊戲中的具體作用──尤其在該類遊戲日益採用先進技術的脈絡下——現有研究仍顯不足。本研究聚焦於全球首款全3D乙女遊戲《戀與深空》(疊紙遊戲,2024),作品透過沉浸式敘事、逼真的畫面和專業的配音建構深度體驗。
本文採用量化研究方法,透過線上問卷收集437名全球及中國乙女遊戲玩家的資料。研究結果表明,擬社會互動本身與玩家消費行為相關,而當錯失恐懼和情感參與納入模型後,其影響力顯著下降。在所有因素中,由於玩家受到限時活動和專屬內容的刺激而頻繁消費,狀態性錯失恐懼成為推動消費行為的主導因素。相較之下,置於同一模型檢定時,遊戲愉悅感對消費行為無顯著預測效力。愉悅感雖有助於維持玩家參與度,但真正驅動消費行為的,是玩家與遊戲角色間建立的浪漫而深厚的情感紐帶。此外,畫面與配音均顯著增強了擬社會互動,但僅有配音透過擬社會互動間接影響玩家的消費行為。這表明聽覺表現力在建構可轉化為消費的情緒連結中具有關鍵作用。本文揭示了擬社會互動、錯失恐懼和情感參與在行動端乙女遊戲中如何相互作用以影響玩家的消費行為,從而填補了現有研究的空白。研究結果表明,情緒因素和遊戲製作品質在推動玩家消費方面起到重要作用,這些影響在玩家對角色產生情感依戀或受到限時內容刺激時更為顯著。
This study looks into how emotional factors like parasocial interaction (PSI), fear of missing out (FoMO), and emotional engagement affect player spending behavior in mobile otome games. Although PSI and FoMO have been widely discussed in media and influencer studies, there is still limited research on how these emotions play a role in the unique setting of otome games, especially with the genre’s growing use of advanced technology. This study focuses on otome games particularly about Love and Deepspace (Paper Games, 2024), the first fully 3D otome game, which offers more immersive storytelling, realistic graphics, and professional voice acting.
Using a quantitative approach, the data were collected through an online survey of 437 global and Chinese otome players. The results showed that while PSI alone was linked to spending, its influence dropped when FoMO and emotional engagement were also considered. Among all factors, state FoMO turned out to be the strongest driver of spending, as players felt pressured by limited-time events and exclusive content. In contrast, enjoyment did not significantly predict spending when tested in the same model. Enjoyment may sustain player engagement, it is the emotional bond with characters, rooted in romantic attachment and emotional intensity that more directly motivates spending behavior. Both graphics and voice acting significantly strengthened PSI, only voice acting had an indirect effect on spending through PSI. This suggests that auditory expressiveness plays a key role in building emotional bonds that can lead to purchases. These findings fill existing gaps by showing how PSI, FoMO, and emotional engagement interact to influence spending in mobile otome games. They also suggest that emotional factors and production quality play an important role in driving player spending, particularly when players feel attached to characters or pressured by time-limited content.
Acknowledgement iii
摘要 iv
Abstract v
Table of Contents vi
List of Figures and Tables viii
Introduction 1
Theoretical Background 3
2.1 Otome Games as a Subgenre of Visual Novels 3
2.1.1 Gacha Mechanics in Otome Games 3
2.1.2 Gender Norms in Japanese Gaming and Otome Culture 4
2.2 Evolution of Otome Content: From Subtle Romance to More Explicit Narratives 5
2.3 Growth of the Otome Game Industry and Female Economy 8
2.4 Player-Character Relationships in Otome Games 8
2.4.1 General Parasocial Interaction in Media and Gaming Contexts 8
2.4.2 Parasocial Interaction in Otome Games 9
2.4.3 Enjoyment Alone May Not Drive Spending in Otome Games 10
2.5 The Role of High Production Value in the Gaming Industry 11
2.5.1 Graphics and Immersion in Otome Game 12
2.5.2 Emotional Impact of Voice Acting 14
2.6 FoMO in the Gaming Community: How it Relates to Otome Games 16
2.7 Emotional Engagement and Promotional Content in Otome Games 17
2.7.1 Emotional Marketing and Its Role in Player Spending 17
2.7.2 Content Updates, Trailers, and Engagement Triggers 18
2.8 Conceptual Model and Hypotheses 19
Methodology 21
3.1 Participant Demographics 21
3.2 Measurements 21
3.3 Procedure 25
Results 27
4.1 Players’ Gameplay and Spending Behavior 27
4.2 Correlation Analysis 29
4.3 Hypothesis Testing 30
4.3.1 Parasocial Interaction and Spending Tendency 30
4.3.2 Graphics and Voice Acting’s Impact on PSI 31
4.3.3 FoMO and Spending Tendency 32
4.3.4 Emotional Engagement and Spending Tendency 33
4.4 Mediation Analysis 33
Discussions 35
5.1 Parasocial Interaction and Its Influence on Spending Behavior 35
5.2 Graphics and Voice Acting Quality’s Effect on Player’s Parasocial Interaction 37
5.3 FoMO’s Effect on Player Spending Tendency 38
5.4 Emotional Engagement on Spending Tendency 39
5.5 Theoretical Implications 39
5.6 Limitations and Future Directions 40
Conclusion 43
References 46
Appendix 62
Appendix 1. Questionnaire 62
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