References
[1]. Yamada, M. (2017) Decline of real love and rise of virtual love: Love in Asia. Int. J. Jap. Sociol., 26: 6–12.
[2]. Wang, Y., Notary, G. (2023) Virtual Love Experience in Love and Producer: Exploring perceptions of love, romance, and gender in the Otome game player communities in China. Media Commun. Res., 4: 5-11.
[3]. Tian, Y. (2022) Falling in Love With Virtual Boyfriends: The Otome Games in Japan and Mainland China. Google Scholar Google Scholar Reference. https://dukespace.lib.duke.edu/server/api/core/bitstreams/8b4da0a1-9af2-406c-a25b-50b6755d5171/content
[4]. Buss, D. M. (2019) Evolutionary psychology: The New Science of the Mind. Routledge.
[5]. Salmon, C., Symons, D. (2003) Warrior Lovers: Erotic Fiction, Evolution and Female Sexuality. Yale University Press.
[6]. Tinbergen, N. (1951) The Study of Instinct. Oxford University Press.
[7]. Gwynne, D.T., Rentz, D.C. (1983) Beetles on the bottle: Male buprestids mistake stubbies for females (Coleoptera). Aust. J. Entomol., 22: 79–80.
[8]. Karhulahti, V., Välisalo, T. (2021) Fictosexuality, Fictoromance, and Fictophilia: A Qualitative study of love and desire for fictional characters. Front. Psychol., 11: 575427.
[9]. Burch, R.L., Widman, D.R. (2023) Comic book bodies are supernormal stimuli: Comparison of DC, Marvel, and actual humans. Evol. Behav. Sci., 17: 245–258.
[10]. Chi, C. (2019) The Otome game: Behind the controversy. Retrieved September 12 from https://zhuanlan.zhihu.com/p/82256986
[11]. Reeves, B., Nass, C. (1997) The media equation: how people treat computers, television, and new media like real people and places. Choice Reviews Online, 34: 34–3702.
[12]. Zhao, S., Wu, X. (2020a) Motivations and consumption practices of fostered idol fans: a self-determination theory approach. J. Consum. Mark., 38: 91–100.
[13]. Fletcher, G. J. O., Simpson, J. A., Campbell, L., & Overall, N. C. (2015). Pair-Bonding, romantic love, and evolution. Perspectives on Psychological Science, 10(1), 20–36. https://doi.org/10.1177/1745691614561683
[14]. Wu, Y., Cai, W., Mensah, S.A. (2023) “We Found Love”: romantic video game involvement and desire for Real-Life romantic relationships among female gamers. Soc. Sci. Comput. Rev., 08944393231217940.
[15]. Gong, A., Huang, Y. (2023) Finding love in online games: social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Comput. Hum. Behav., 143: 107681.
[16]. Zhang, Q., Fung, A. (2017) “Fan economy and consumption: fandom of Korean music bands in China.” In: Yoon, T.J., Jin, D.J. (Eds.), The Korean Wave: Evolution, Fandom, and Transnationality, Lanham: Lexington Books, pp. 129–144.
Cite this article
Chen,J.;Yu,L.;Jiang,Y. (2025). The Impact of Playing the Otome Game on Single Women’s Interest in Real-life Romantic Relationships. Communications in Humanities Research,70,203-208.
Data availability
The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.
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References
[1]. Yamada, M. (2017) Decline of real love and rise of virtual love: Love in Asia. Int. J. Jap. Sociol., 26: 6–12.
[2]. Wang, Y., Notary, G. (2023) Virtual Love Experience in Love and Producer: Exploring perceptions of love, romance, and gender in the Otome game player communities in China. Media Commun. Res., 4: 5-11.
[3]. Tian, Y. (2022) Falling in Love With Virtual Boyfriends: The Otome Games in Japan and Mainland China. Google Scholar Google Scholar Reference. https://dukespace.lib.duke.edu/server/api/core/bitstreams/8b4da0a1-9af2-406c-a25b-50b6755d5171/content
[4]. Buss, D. M. (2019) Evolutionary psychology: The New Science of the Mind. Routledge.
[5]. Salmon, C., Symons, D. (2003) Warrior Lovers: Erotic Fiction, Evolution and Female Sexuality. Yale University Press.
[6]. Tinbergen, N. (1951) The Study of Instinct. Oxford University Press.
[7]. Gwynne, D.T., Rentz, D.C. (1983) Beetles on the bottle: Male buprestids mistake stubbies for females (Coleoptera). Aust. J. Entomol., 22: 79–80.
[8]. Karhulahti, V., Välisalo, T. (2021) Fictosexuality, Fictoromance, and Fictophilia: A Qualitative study of love and desire for fictional characters. Front. Psychol., 11: 575427.
[9]. Burch, R.L., Widman, D.R. (2023) Comic book bodies are supernormal stimuli: Comparison of DC, Marvel, and actual humans. Evol. Behav. Sci., 17: 245–258.
[10]. Chi, C. (2019) The Otome game: Behind the controversy. Retrieved September 12 from https://zhuanlan.zhihu.com/p/82256986
[11]. Reeves, B., Nass, C. (1997) The media equation: how people treat computers, television, and new media like real people and places. Choice Reviews Online, 34: 34–3702.
[12]. Zhao, S., Wu, X. (2020a) Motivations and consumption practices of fostered idol fans: a self-determination theory approach. J. Consum. Mark., 38: 91–100.
[13]. Fletcher, G. J. O., Simpson, J. A., Campbell, L., & Overall, N. C. (2015). Pair-Bonding, romantic love, and evolution. Perspectives on Psychological Science, 10(1), 20–36. https://doi.org/10.1177/1745691614561683
[14]. Wu, Y., Cai, W., Mensah, S.A. (2023) “We Found Love”: romantic video game involvement and desire for Real-Life romantic relationships among female gamers. Soc. Sci. Comput. Rev., 08944393231217940.
[15]. Gong, A., Huang, Y. (2023) Finding love in online games: social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Comput. Hum. Behav., 143: 107681.
[16]. Zhang, Q., Fung, A. (2017) “Fan economy and consumption: fandom of Korean music bands in China.” In: Yoon, T.J., Jin, D.J. (Eds.), The Korean Wave: Evolution, Fandom, and Transnationality, Lanham: Lexington Books, pp. 129–144.