Yearning for Love: Exploring the Interplay of Parasocial Romantic
Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
Jeanette Buhleier
a
, Benjamin Engelst
¨
atter
b
and Omid Tafreschi
c
Darmstadt University of Applied Sciences, Darmstadt, Germany
Keywords:
Dating Simulation Games, Romantic Parasocial Relationships, Romantic Loneliness, Free-to-Play, Purchase
Behavior.
Abstract:
Female-oriented dating simulation games (i.e., games centered around the romantic relationships between a
female player and its game characters) have grown increasingly popular internationally and developed into
a profitable business model. The genuine feelings of love players develop for these virtual characters (i.e.,
parasocial love), particularly the motifs behind such attachments, have garnered rapid curiosity. Applying the
parasocial compensation hypothesis, this study conducted an online survey among female players of the free-
to-play dating simulation game Mystic Messenger to explore romantic loneliness as a motivator for players’
parasocial love and its impact on players’ purchasing behavior. The correlation analysis revealed a weak
negative relationship between romantic loneliness and parasocial love, indicating a complementary rather than
compensatory function of such attachments. Further, while the strength of para-romantic feelings did not drive
in-game spending, romantic loneliness was negatively associated with willingness to invest money. These
findings suggest that other motivations drive real-money investments in romance-themed games, highlighting
the complexity of player behavior in this context.
1 INTRODUCTION
More than 39000 $ that was the worth of a recent
LED advertisement a Chinese women splurged on her
‘boyfriend’, one of the love interests in the popular
mobile game Mr Love: Queen’s Choice (PaperGames
2017). Clearly, the world of love has gone digital in
a spectacular way (Huang, 2018); not just in Japan,
where these so-called dating simulation games (short:
dating sims) first originated from (Schwartz, 2018).
In fact, dating sims have become an international phe-
nomenon, prompting players to spend increasingly
more time and money on nurturing these so-called
parasocial romances one-sided romantic feelings
people develop for media characters (Tukachinsky,
2010). Indeed, it seems like players have come to
deeply care about these fictional relationships, openly
swooning over their virtual love interests as if the in-
timacy provided by them was real (Schwartz, 2018).
Amongst rising tendencies of women specifically to
a
https://orcid.org/0009-0007-3278-8452
b
https://orcid.org/0000-0001-6865-9918
c
https://orcid.org/0000-0002-2284-4349
stay single and independent, the growing popularity
of dating sims have raised concerns on their potential
function as a replacement for real-life intimacy and
affection.
Whether individuals turn to media figures to com-
pensate for a deficit in their social lives has long been
controversially discussed. While studies revealed that
these so-called parasocial bonds cannot compensate
for unmet social needs, e.g., (Canary and Spitzberg,
1993; Chory-Assad and Yanen, 2005; Rubin et al.,
1985), most of the existing research focused on tradi-
tional mass media personalities, e.g., (Hu et al., 2021;
Wang et al., 2008), or failed to align specific paraso-
cial experiences with distinct unmet needs, e.g., (Ru-
bin et al., 1985; Wang et al., 2008). Dating simula-
tion games have largely been overlooked in these con-
templations despite their unique appeal. As players
become active participants in the simulated romance,
these games may afford gratifications that traditional
mass media characters cannot provide. This paper
aims to close this research gap by looking at compen-
satory effects of parasocial experiences from the per-
spective of interactive video games. To do so, we con-
Buhleier, J., Engelstätter, B. and Tafreschi, O.
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating Simulation Games.
DOI: 10.5220/0013203800003929
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 405-416
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
405
ducted a quantitative survey addressing the following
research questions:
RQ1: Which role does the longing for romantic in-
timacy play in developing romantic feelings for dating
sim characters?
RQ2: How do romantic loneliness and romantic
feelings for the dating sim characters relate to play-
ers’ in-game purchasing behavior?
RQ1 aspires to explore what draws individuals to
engage in romantic parasocial relationships with vir-
tual characters in dating simulation games, more pre-
cisely those targeted at a female audience. By do-
ing so, it adopts the angle of parasocial compensation
theory by focusing specifically on feelings of roman-
tic loneliness, that is, an inherent desire for love and
intimacy, and their influence on feelings of paraso-
cial love. Moreover, considering the immense com-
mercial success of some titles within the niche, RQ2
strives to unveil how either of these feelings may af-
fect players’ willingness to invest real money in these
games.
Against the backdrop of the research questions,
we first discuss the mechanisms of dating simulation
games as well as the phenomenon of romantic paraso-
cial relationships and its related concepts. Next, we
explain the utilized methodology before detailing the
results of the analysis. After discussing key findings,
this paper concludes with a summary and research
outlook.
2 RESEARCH BACKGROUND
AND HYPOTHESES
The rise of interactive video games has altered how
individuals can get involved with fictional media char-
acters especially romantically. Among these games,
dating sims have enabled players to cultivate rich and
meaningful virtual romances with these game char-
acters. Once these feelings spill over into real-life,
researchers (Tukachinsky, 2010; Waern, 2010) refer
to them as parasocial love which may closely resem-
ble experiences of traditional romantic relationships
in their development, dissolution, or gratifications.
Hereafter, the concept of female-oriented dating sims,
the notion of romantic parasocial relationships as well
as their possible role in romantic need fulfillment will
be looked at more closely, before deriving our re-
search hypotheses based on the existing literature.
2.1 Female-Oriented Dating Simulation
Games
Female-oriented dating simulation games are
romance-themed single player games that blend
elements of simulation games with characteristics of
visual novels (Saito, 2021). They typically revolve
around a playable female main character (MC) and
a selection of attractive and mostly male ro-
manceable non-playable characters (NPCs), so-called
love interests. The purpose of these games is for the
player to win over the affections of one or more of
these love interests by interacting with them through
pre-scripted dialogue. These interactions often hold
heavy romantic connotations and are interspersed
with accompanying romantic scenes that slowly build
up the virtual relationship. Through their chosen
responses, players can shape the love story and
experience multiple idealized relationship scenarios
with their virtual lovers (Schwartz, 2018; Taylor,
2007).
Although originally limited to the Japanese mar-
ket, the advances of the Internet and emergence of
new distribution channels have significantly driven
the international success of dating sims. In 2020,
the niche counted roughly 22 million active players
worldwide, ramping up significant revenues while do-
ing so (Russon, 2020). Leading Japanese developer
Voltage, for instance, recently reported annual earn-
ings of roughly 33 million $
1
across its more than
100 dating sim titles (Voltage Inc., 023a; Voltage Inc.,
023b). Notably, most modern dating sims employ a
free-to-play or freemium model which enables play-
ers to make in-game purchases (i.e., micropayments)
at different points in the game. These in-app pur-
chases typically involve ways to progress faster in the
game, for example, by granting the players access to a
certain number of chapters a day, speeding up game-
play or boosting certain stats that will help to suc-
cessfully pursue the chosen romantic route (Ganzon,
2022). At the same time, players can enrich the vir-
tual relationship by unlocking additional content such
as new interactions like phone calls, messages, or ro-
mantic dates. Some games even offer epilogues or
additional side stories which allow players to extend
the relationship beyond the initial playthrough of the
main story. As most of these purchases are character-
focused, they require the player to have formed some
sort of attachment to these characters (Ganzon, 2022).
In some ways, then, players’ love for their virtual
boyfriend has become a commodity in these games
1
Earnings of 5392 million Yen taken from official Volt-
age financial highlights and converted to $ (exchange rate
on January 17: 1 Yen = 0,0068 $) for easier comparability.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
406
as females invest increasingly more money into nur-
turing the relationships with these fictional characters.
2.2 Romantic Parasocial Relationships
How people form emotional connections to media
characters has been a central theme in media and
communication research for many years. These at-
tachments were coined parasocial relationships (PSR)
(Horton and Wohl, 1956). PSR are genuine feelings
people develop for media characters throughout a se-
ries of individual encounters (Liebers and Schramm,
2019). They typically manifest in a sense of inti-
mately knowing, understanding, and caring for the
character, as well as thinking or talking about them
outside of reception. Because these bonds are asym-
metric and lack reciprocity, they typically remain
bound to the fantasy of the audience (D
¨
oring, 2013).
Although parasocial relationships have often been
compared to friendships, Tukachinsky called for a
more nuanced treatment of such attachments, intro-
ducing romantic parasocial relationships (PSRR) to
conceptualize the feeling of being in love or being
infatuated with certain media characters (Tukachin-
sky, 2010). Compared to amicable parasocial bonds
which relate to feelings of trust or being fond of the
character, romantic parasocial relationships are mo-
tivated by strong romantic affection as well as sex-
ual and emotional attraction towards the media figure
(Tukachinsky, 2010). The more intense these feelings
are, the more effort and time are spent on these rela-
tionships, often involving a significant amount of ide-
alization and fantasizing about being with the roman-
tic parasocial partner (Erickson et al., 2018). These
parasocial partners can be real-life celebrities or ac-
tors but can extend towards virtual game characters
as well (Tukachinsky, 2010). Indeed, scholars ana-
lyzing online fan discussions have found that play-
ers of role-playing video games regularly mentioned
genuine feelings of love and affection for their non-
playable counterparts regardless of them being only
visual representations of real people (Coulson et al.,
2012; Mallon and Lynch, 2014). Some players even
noted that these feelings had prompted them to ex-
tend additional effort into their gameplay (Burgess
and Jones, 2020).
At first glance, PSRR with media characters may
appear to have little in common with romantic at-
tachments in real life. After all, genuine reciprocated
love and affection as well as physical dimensions of
romance remain entirely out of reach especially
where fictional characters are concerned (Karhulahti
and V
¨
alisalo, 2020). Yet, romantic parasocial rela-
tionships have shown several astounding parallels to
interpersonal relations in how they are developed and
maintained (Tukachinsky and Stever, 2019). Like
with social relations, initial attraction to the me-
dia character is of particular importance, especially
when it comes to romantic interests (Sphancer, 2014;
Tukachinsky, 2010). Frequent exposure, as well, has
been found to be essential for parasocial bonds to
form (Gleich, 1997). As people grow to learn more
about the character, these experiences add up and
create a shared history (Branch et al., 2013; Hart-
mann, 2016a). Similar values, experiences and back-
grounds further contribute to strong emotional re-
sponses towards these characters (McPherson et al.,
2001; Turner, 1993), making these relationships feel
“very human, very warm, and very caring” (Mey-
rowitz, 1994). Not surprisingly, the dissolution of
these bonds can elicit strong negative responses akin
to distress upon break-up experiences in real life (Eyal
and Cohen, 2006).
2
Unlike real-life relationships, however, romantic
parasocial relationships bear hardly any risks and har-
bor little to no obligations (Schiappa et al., 2011). As
individuals have full control over the relationship and
can engage with different types of characters, these
bonds may be an easy and appealing way for wish ful-
fillment without the pitfalls of real-life romances like
fear of rejection or infidelity (Caughey, 1986). Dat-
ing sims, specifically, offer a canvas where romantic
relationships can be quickly cultivated with minimal
effort. The players have full agency over their virtual
romances and can curate relationships on their own
terms.
2.3 Parasocial Compensation
Hypothesis & Impact on Purchasing
Behavior
People possess an inherent desire for love and inti-
macy, a longing ultimately fulfilled by a committed
romantic partnership. Yet, if this love appears fickle
or temporarily unavailable, people may find other
means to stave off unmet romantic needs (Baumeister
and Leary, 1995). Considering the close resemblance
to interpersonal relationships and the emotional re-
sponses to media characters, one such alternative may
be afforded by engaging in romantic parasocial re-
lationships with dating sim characters (Gardner and
Knowles, 2008). Indeed, the parasocial compensa-
tion hypothesis assumes that lonelier people are more
2
Dissolution of parasocial bonds, typically referred to
as parasocial break-up, may occur when a character dies,
the media is discontinued or completed. In such cases, the
bond is no longer being reinforced and be cut abruptly or
fizzle out (Eyal and Cohen, 2006).
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
407
likely to develop stronger bonds with media figures
to compensate for unmet social needs (Hartmann,
2016b). In the context of romantic parasocial phe-
nomena, this loneliness may be understood as roman-
tic loneliness – a yearning for romantic intimacy that
is caused by deficits in people’s love lives, for exam-
ple, due to an unsatisfying partnership or the overall
lack of a romantic partner (Hu et al., 2021).
While numerous studies have aimed and failed
to find evidence for the parasocial compensation
hypothesis in the broader sense of parasocial phe-
nomena and loneliness, e.g., (Canary and Spitzberg,
1993; Chory-Assad and Yanen, 2005; Rubin et al.,
1985), only few scholars have considered this no-
tion from the perspective of romance and its related
needs. (Wang et al., 2008), for instance, compared
distinct loneliness dimensions and how they inter-
acted with parasocial experiences with mass media
personae. Yet, despite this more nuanced undertak-
ing, they found no evidence for compensatory effects
with respect of romantic loneliness. (Hu et al., 2021)
later expanded on this approach and investigated ro-
mantic loneliness in the specific context of roman-
tic parasocial phenomena. Across a sample of Chi-
nese students, they anticipated that romantic feelings
for the chosen parasocial partner would be more pro-
nounced for romantically lonely participants. Against
these expectations, however, the alignment of these
dimensions did not confirm romantic deficits to be a
motivator for parasocial love. On the contrary, it was
found, that less romantically lonely respondents de-
veloped stronger attachments and more often fanta-
sized about them. These implications may point to
complementary rather than compensatory functions
of parasocial relationships regardless of their nature
(Wang et al., 2008). Notably, however, both stud-
ies either applied a more generalized understanding
of parasocial relationships (Wang et al., 2008) or fo-
cused exclusively on traditional media characters (Hu
et al., 2021). In contrast to traditional mass media,
romantic relationships in dating sims are actively ex-
perienced with characters designed to cater to roman-
tic fantasies without any risks involved. In this vein,
players experiencing deficits in their love lives may
be more susceptible to the affection of these charac-
ters to compensate for unpleasant or insufficient ro-
mantic encounters in the real world. Therefore, it is
hypothesized:
H1: Players high in romantic loneliness exhibit
stronger parasocial love for dating sim love interests.
Compared to dating or married individuals, people
without a romantic partner are more sensitive to suf-
fering romantic loneliness (Adamczyk, 2016; Bernar-
don et al., 2011). In view of this, single players may
be more inclined to compensate for unmet roman-
tic needs by seeking romantic relationships in dating
simulation games. (Adam and Sizemore, 2013), as
an example, found that romantic parasocial relation-
ships with mass media personae provided benefits not
unlike those gained in real-life partnerships. These
benefits included feeling overall happier, feeling bet-
ter about themselves or less lonely and increased the
more an individual was invested in the romance with
the media persona. Interestingly, singles reported to
draw stronger benefits from their parasocial partner
than their dating counterparts. Likewise, (Liebers,
2022) observed that romantic parasocial relationships
were stronger for non-dating individuals and those re-
porting less satisfaction in their current partnership.
This suggests that in the absence of a (satisfying) ro-
mantic partner, individuals may look towards media
characters to derive certain romantic gratifications.
Consequently, it seems reasonable to argue that play-
ers currently not in a romantic relationship more heav-
ily rely on romantic attachments to their virtual love
interests to alleviate feelings of romantic loneliness
than dating players. Thus, it is assumed that:
H2: There is a difference in the relationship be-
tween romantic loneliness and parasocial love for
dating and non-dating players.
When players develop strong romantic feelings
for characters in games they play, they experience a
heightened sense of emotional investment. This emo-
tional investment can lead to a desire to enhance their
gameplay experience and nurture the bond with their
virtual lover (Mallon and Lynch, 2014). Many mod-
ern dating sims are specifically designed to offer in-
game purchases tied to elevating the romantic experi-
ences in the game. For example, by positively influ-
encing the relationships or offering additional content
to cater to the provided fantasy (Ganzon, 2022). In
pursuit of this fantasy, players may not stop at simply
immersing themselves into these stories but actively
attempt to enhance these experiences by displaying
specific purchasing behavior (Hirschman, 1983). In
other words, the more players have grown to love and
care for their virtual lover and, by extend, the fan-
tasy they provide – the more they might be willing to
invest money to enrich it. Consequently, it is derived
that:
H3: Players high in parasocial love are more
likely to invest money in dating simulation games.
Unlike traditional media characters such as actors
or idols who individuals can encounter in other me-
dia formats or even in real life, the fictional nature of
dating sim characters essentially binds them to their
specific media contexts. Once the game has ended
and the romantic parasocial relationship is no longer
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
408
enforced through regular interactions, the bonds play-
ers curated with their virtual partners eventually fizzle
out (Branch et al., 2013). The loss of this relationship
may result in distress not unlike real-life break-up ex-
periences (Eyal and Cohen, 2006). Lonelier individ-
uals have been prone to suffer from this dissolution,
suggesting a more intense emotional dependence on
parasocial relationships as a need satisfier (Eyal and
Cohen, 2006). Modern dating simulation games in-
creasingly offer in-game purchases to expand these
virtual relationships through additional game content.
In view of this, romantically lonely players may have
a stronger urge to invest real money in-game to pre-
serve the fantasy of the romantic relationship and con-
tinue receiving love and affection from their paraso-
cial partner. This leads to our final hypothesis:
H4: Players high in romantic loneliness are more
likely to invest money in dating simulation games.
Following the above-outlined theoretical consid-
erations, we collected data to thoroughly examine the
hypotheses and further the research objective of this
paper. To do so, we adopted a cross-sectional study
design which we will explain in the following.
3 METHODOLOGY
An online survey was chosen as a suitable approach
for investigating the above derived research hypoth-
esis. In doing so, this study focuses particularly on
the female-oriented dating simulation game Mystic
Messenger (MysMe). The measures leveraged for this
study included a combination of established research
scales as well as questions specifically created for the
study. Ahead of distribution, the survey was tested
through a series of face-to-face interviews which were
conducted in May 2022. Where applicable, amend-
ments were incorporated into the final questionnaire.
3.1 Mystic Messenger
Launched in 2016, MysMe is a free-to-play dating
simulation game that revolves around a female main
character and seven romanceable love interests who
are part of a mysterious charity organization called
RFA. Roped into joining their charity as the new party
planner, the player soon discovers that each RFA
member has their tribulations and secrets to navigate
through.
As a mixture of the slice-of-life and thriller genre,
MysMe expertly exploits players’ dependency on
their phones, leveraging the interface and functions
of well-known messenger apps to create a new and
immersive dating sim experience that unfolds in real-
time across eleven weekdays (Ganzon, 2019). Unlike
other games within the genre, MysMe almost entirely
takes place in the game’s in-game chatroom which
opens every two to three hours and is used to inter-
act and romance one of the available love interests.
Missed interactions and additional story content can
be bought using the in-game currency hourglasses.
Due to this unique gameplay approach and the
genuine character interactions, the game has received
broad international acclaim since its release and has
become one of the most successful titles within its
niche. Downloadable for both Android and iOS, the
game currently counts more than ve million down-
loads in Google Play Store, ranging at a high 4.6 stars
with more than 440000 reviews (Google Play, 2023).
Albeit numbers on revenue remain unclear, the fact
that its developer Cheritz donated more than 100000
$ to charity organizations within a few months of its
release speaks for MysMe’s overall commercial suc-
cess (Cowley, 2018). Given the above-mentioned ex-
planations, MysMe is considered an appealing avenue
to examine the interplay of unmet romantic needs,
parasocial love and purchasing behavior.
3.2 Measures
To investigate the research hypothesis and answer
the research question, we first defined several mea-
sures, covering the gameplay of the chosen game con-
text, pre-defined measurement scales for parasocial
love and romantic loneliness as well as several demo-
graphic parameters.
MysMe Gameplay Habits. To capture MysMe
specific gameplay behavior, five questions related to
how players engaged with the game in the past. These
questions asked about whether the game had been
played previously, how long it had been played, if
players engaged with it in the past six months, if
they had repeated a romance more than once, and
whether they had ever used the game’s in-game cur-
rency hourglasses. Players’ investment of real-game
money was measured by asking if they had previously
spent money on the game and, if so, how much money
they had spent and their reasons for spending money.
Parasocial Love. Two established scales were
used to measure the intensity of players’ romantic
feelings for their love interests. Firstly, participants
were asked to rank eleven items of the parasocial
love subscale of Multiple-Parasocial Relationships-
Scale (MPSR) proposed by (Tukachinsky, 2010).
Items reflected both physical attraction towards and
emotional closeness with the chosen media charac-
ter, including, for example, ‘I find MysMe charac-
ter very attractive physically’ or ‘MysMe character
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
409
would be the perfect romantic partner for me’. Sec-
ondly, the recently introduced Adolescent Romantic
Parasocial Attachment Scale (ARPA) (Erickson and
Dal Cin, 2018) was employed, expanding PSL sub-
scale (Tukachinsky, 2010) by incorporating cognitive
aspects (two items, e.g., ”I want to know as much as
I can about MysMe character.”), more in-depth affec-
tive experiences (three items, e.g., ”My relationship
with MysMe character makes me feel happy.”) as well
as the element of romantic fantasy (three items, e.g.,
”I often daydream about MysMe character.”). Re-
spectively, one item of the cognitive and two items
of the fantasy dimension were omitted as they did
not fit the fictional nature of the MysMe characters
(e.g., ”I imagine that MysMe character will some-
day pick me out of a crowd and see me as special.”).
Both scales were ranked from 1 (”strongly disagree”)
to 7 (”strongly agree”) with higher scores indicat-
ing higher intensity of PSL. To capture the full scope
of romantic parasocial experiences, both MPSR-PSL
and ARPA scale were combined
3
, with the combined
scale achieving excellent reliability (α = .94).
Romantic Loneliness. To investigate whether
players romantic loneliness motivated stronger feel-
ings of parasocial love, respondents were asked to
complete eleven items of the Romantic Loneliness
subscale (DiTommaso and Spinner, 1993). The sub-
scale was originally created as part of the Social and
Emotional Loneliness Scale for Adults (SELSA). Ex-
amples of the romantic loneliness items included ”I
find myself wishing for someone with whom to share
my life” and ”I have someone who fulfills my emo-
tional needs (reverse coded)” among others. Rankings
for each item spanned from 1 (”strongly disagree”)
to 7 (”strongly agree”) with higher scores hinting at
stronger feelings of romantic loneliness. Consistent
with previous studies (Hu et al., 2021; Wang et al.,
2008), the subscale yielded reliability at a very good
level (α = .85; M = 3.95; SD = 1.33).
Player Demographics. Lastly, participants were
asked a series of personal questions, covering stan-
dard information like their age, ethnical identity, cur-
rent occupation and average yearly income. As it
could not be ruled out that MysMe attracted non-
3
A Spearman correlation was performed between the
individual subscales to eliminate potential redundancies.
Correlation confirmed positive relationships between all
subscales (p < .001 for all), however the strong correlation
between the ARPA fantasy and PSL Emotional subscale
(r = 0.807; p < .001) pointed to the possibility of essentially
measuring the same constructs (Field, 2024). Accordingly,
the three items included in the ARPA fantasy scale were
dropped after an additional review of scale contents, seeing
as they closely resembled items within the PSL Emotional
subscale.
female players as well, a question about gender iden-
tity was added. To allow conclusions about players’
romantic loneliness, participants were requested to
disclose whether or not they were currently in a ro-
mantic relationship with anyone.
3.3 Sample & Procedure
Participants were recruited from MysMe specific on-
line communities on Reddit, Amino App and Face-
book via sharing of the survey link. Permission was
granted by the moderators of the respective forum
prior to posting the invitation. Alongside emphasizing
the anonymity of the survey, volunteers were given
the option to win a play store gift card to increase
the participation rate. Over a two-week survey pe-
riod in August 2022, a total of 855 participants com-
pleted the survey. However, several participants were
omitted from the sample due their lack of fit to the
research criteria. This included respondents who had
never played MysMe, admitted to not having played
the game the past 6 months, players under 18 and
players who did not identify as female, leaving a fi-
nal sample of N = 402 female players.
Most players were between 18 and 30 years (85%)
with a few players aged 41 and above (1.2%). With
regards to ethnicity, most players identified as Cau-
casian (66.4%), Asian (14.9%) or Hispanic (10.2%).
Most respondents had a full-time job (39%), stud-
ied (35.1%) or were currently looking for employ-
ment (17.2%). A majority earned between 35 000 and
75 000 $ (41.5%) annually or ranged below 15000 $
(28.4%). More than half of the players declared to be
currently married or in a committed romantic relation-
ship (62.4%). In terms of gameplay behavior, play-
ers indicated to have played MysMe for a little more
than two years on average (M = 2.002;SD = 1.5803).
Most of the players had engaged with any of MysMe’s
characters between one and six times (81.6%). De-
spite MysMe being a F2P title, 70% of the partici-
pants revealed to have spent money on the game. To-
tal investments ranged between 5 and 99.99 $ (48%)
for most, while 12% of respondents expended more
than 100 $ on the game. Reasons for investing money
mainly included unlocking new routes (62%) or ac-
cess to additional content (62.8%).
4 RESULTS
Hypothesis 1 suggested that players high in roman-
tic loneliness would also exhibit stronger romantic
feelings for their dating sim love interest. To exam-
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
410
ine this relationship, a Pearson correlation
4
was con-
ducted after calculating the mean scores for both ro-
mantic loneliness and parasocial love. Against expec-
tations, a non-significant relationship between both
variables emerged (r = .048, p = .336) suggest-
ing that players’ romantic loneliness does not play
a role in developing romantic feelings for their vir-
tual love interests. As a result, hypothesis 1 is re-
jected. This effect, however, might have been driven
by the rather large share of dating participants within
the sample as studies (Adam and Sizemore, 2013;
Liebers, 2022) have shown that dating status, indi-
vidually, has effects on both the extent of roman-
tic loneliness and romantic feelings for media char-
acters. Therefore, it was asserted that non-dating
players would experience stronger romantic attach-
ments to their love interests to satisfy latent unful-
filled romantic needs (H2). Two independent sam-
ple t-tests
5
were run to first examine if potential dif-
ferences existed between dating and non-dating play-
ers. As anticipated, the comparison of romantic lone-
liness revealed a significantly stronger yearning for
love among non-dating (M = 5.23; SD = 0.94) than
dating players (M = 3.18;SD = .84), with differ-
ences between both groups appraised as very high
(t(287.82) = 21.92, p < .001, d = 2.32). Feelings of
parasocial love for a love interest, in comparison,
were not significantly different between non-dating
(M = 5.21; SD = 1.10) and dating participants (M =
5.23;SD = 1.16;t(400) = .252, p = .80, d = .03).
Albeit surprising, this points at the possibility that
romantic loneliness, regardless of relationship status,
does not play a role when it comes to romantic feel-
ings for dating sim characters. To account for poten-
tial moderation effects of dating status, a moderation
analysis was performed using the PROCESS macro
by (Hayes, 2022) with parasocial love as the outcome
variable, romantic loneliness as predictor and dating
status as the moderating variable. Both predictor and
moderator were mean centered. The analysis applied
bootstrapping with 5000 samples and heteroscedas-
ticity consistent standard errors (HC3; (Davidson,
4
Pearson correlation was chosen as neither linearity nor
normalcy of distribution could not be assumed after ex-
amining the variables via scatterplot and the Shapiro-Wilk
test (p < 0.001) for both romantic loneliness and parasocial
love.
5
Studies have found the t-test to be rather sturdy in
terms of non-normal distribution in cases where samples
sizes were higher than n = 30 (Bortz and Schuster, 2010).
Considering the sample sizes of both contrasted groups
(dating : n = 251; non dating : n = 151), this requirement
was neglected. Outliers, too, were checked in advance us-
ing a box plot. Ultimately, however, they were kept within
the sample as they were considered rather weak.
1993) to determine confidence intervals. The overall
model was weakly significant (F(3, 398) = 2.25, p =
.082, R
2
= .0151). However, the moderation analysis
did not provide significant evidence that dating status
moderated the effect between romantic loneliness and
parasocial love (R
2
= .0006, F(1, 398) = 0.27, p =
.60, 95%CI[.3188, .1724]). To conclude, hypothesis
2 has to be rejected.
Alongside romantic loneliness as a motivator for
parasocial love with virtual characters, another focus
of this study is on how either feeling affected the will-
ingness to invest real money within a F2P title. Given
this interest, two independent point-biserial correla-
tion analyses
6
were performed. To measure the will-
ingness to purchase within the game, this variable was
binary coded with 0 for ”no money spent” and 1 for
”money spent”. Hypothesis 3 suggested that players
high in parasocial love would be more willing to in-
vest money to further enhance the relationship with
their love interest. However, the first point-biserial
correlation found no relationship between both vari-
ables (r(400) = .064; p = .202). Consequently, play-
ers’ feelings for their love interest had no impact on
the willingness to spend money within MysMe, sug-
gesting other underlying purchase motivations not ex-
plored within this study. Thus, hypothesis 3 cannot be
supported.
The last hypothesis assumed that players high in
romantic loneliness would be more willing to invest
money to keep the fantasy of the relationship alive and
protect themselves against potential break-up experi-
ences (H4). Unlike assumed, the correlation analysis
revealed a weak but significant negative relationship
(r(400) = .133; p = .007), suggesting that less ro-
mantically lonely individuals are more willing to in-
vest money within the game. Therefore, hypothesis 4
is refuted.
Despite neither of parasocial love nor romantic
loneliness being related to the willingness to invest
money, this study also looked at how either feeling in-
fluenced the actual spending patterns of players. For
this, paying players were first divided into four dif-
ferent spending groups: low spenders (less than 5
$), low-to-mid spenders (5 to 49.99 $), mid-to-high
spenders (50 to 149.99 $) and high spenders (150 $
and above). Next, two independent Welch-ANOVA
7
were performed to account for differences. The anal-
6
Although different ways to do a correlation between
metric and numeric variables are possible, point-biserial
correlation was chosen due to its easier interpretability.
7
Because Levene’s test could not assume equal vari-
ances for either variable (parasocial love: p = .038, roman-
tic loneliness: p = .002), the Welch-ANOVA was applied
for both analyses.
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
411
Table 1: Summary of Hypothesis Testing.
Hypothesis Statement Results
H1 Players high in romantic loneliness exhibit r = .048 Rejected
stronger parasocial love for dating sim love interests. p = .336
H2 There is a difference in the relationship between romantic F(1, 398) = 0.27 Rejected
loneliness and parasocial love for dating and non-dating players. p = .60
H3 Players high in parasocial love are more likely to invest money r(400) = .064 Rejected
in dating simulation games. p = .202
H4 Players high in romantic loneliness are more likely to invest r(400) = .133 Rejected
money in dating simulation games. p = .007
ysis identified significant differences when looking at
feelings of parasocial love and individual spending
patterns (F(3, 107.11) = 5.74, p < .001). More pre-
cisely, low-to-mid spenders (.712;CI[1.18, .24])
and mid-to-high spenders (.59;CI[1.08, .09])
showed significantly less parasocial love compared
to high spenders. In a similar vein, the corre-
sponding Welch-ANOVA also revealed significant
differences between levels of romantic loneliness and
spending patterns (F(3, 100.53) = 2.83, p = .042).
Specifically, low spenders scored significantly lower
on romantic loneliness than mid-to-high spenders
(0.62;CI[1.19, .06]) as depicted by Figure 1.
5 DISCUSSION
This paper focused on the potential influence of ro-
mantic loneliness on the intensity of romantic feel-
ings for the fictional protagonists of the free-to-play
game MysMe one of the first to address roman-
tic parasocial phenomena in the context of such dat-
ing simulation games. While it was assumed that the
romantic nature of dating sims would make paraso-
cial love for these characters particularly appealing
for romantically lonely players, findings suggest that
the opposite is true. Less romantically lonely play-
ers exhibit stronger feelings for their love interests.
This is consistent with a study done by (Hu et al.,
2021) who found a similar relationship when inquir-
ing about parasocial love with mass media characters.
It appears, then, that romantic parasocial compensa-
tion is no more likely to occur in interactive media
environments than in traditional ones. It might just
be that, despite the simulated reciprocity offered in
these games, most players remain aware that these
relationships are not real (Karhulahti and V
¨
alisalo,
2020). Therefore, such attachments might not be
deemed adequate to fulfill romantic desires. As a re-
sult, romantically lonely players may look for other,
real-life alternatives instead. Indeed, according to So-
cial Presence Theory (Short et al., 1976) people are
more inclined to turn to interpersonal bonds for their
relational needs rather than using mediated commu-
nication to satisfy them. The same may be true for
romantic needs. For less romantically lonely play-
ers, on the other hand, the appeal of such romantic
attachments might simply lie in their design. (Mal-
lon and Lynch, 2014) contend that it is natural for
players to develop meaningful emotional attachments
to non-playable game characters if these figures are
well-rounded, responsive, and able to change depend-
ing on players’ choices. Other factors such as physi-
cal and personal attraction, as well, have been found
as reasons to develop romantic feelings to game char-
acters (Coulson et al., 2012). In dating simulation
games, these factors greatly contribute to their suc-
cess. Moreover, with their romantic needs fulfilled,
such players may be generally more open to pursu-
ing these intimate attachments for what they are – an
easy and risk-free way to enjoy and indulge in differ-
ent romantic scenarios with a set of attractive char-
acters. All in all, the results further underpin the no-
tion that romantic parasocial bonds as complementary
relationships (Karhulahti and V
¨
alisalo, 2020; Wang
et al., 2008).
While we assumed that dating status would influ-
ence the relationship between romantic loneliness and
parasocial love, this assumption was not supported.
Instead, no significant differences were observed be-
tween dating and non-dating players. This finding is
intriguing as it contradicts research by (Greenwood
and Long, 2011) and (Liebers, 2022) who found sin-
gles to be generally more receptive to more intense
parasocial bonds. While surprising at first glance, the
little difference in the intensity of feelings between
both groups can be ascribed to the fact that parasocial
bonds are a natural part of the media experience. Af-
ter all, the virtual relationship between the players and
love interests develops gradually the more they get to
know each of them and their quirks. Moreover, they
offer (young) women a way to explore their roman-
tic relationships with little consequences or dangers
in real-life relationships. This is particularly impor-
tant as women tend to be more at risks when it comes
to exploring their sexual and romantic identity, es-
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
412
Figure 1: Mean differences of parasocial love and romantic loneliness by spending patterns.
pecially in early adolescence (Erickson and Dal Cin,
2018). Therefore, the relationships fostered in dat-
ing simulation games might be especially appealing
as they give players a sense of control over their de-
velopment that might be empowering and fulfilling.
Moreover, whereas single players might indeed derive
certain benefits from their romantic parasocial attach-
ments in the absence of a romantic partner (Adam and
Sizemore, 2013), dating participants may use these
relationships to spice up their day-to-day love life. As
explained above, dating simulation games often offer
a diverse cast of love interests, each with their distinct
personality. By engaging with them, players get to ex-
periment with different characters who not necessar-
ily have to be the kind of person they are committed to
in real-life (Beusman, 2016; Schwartz, 2018). More-
over, compared to their real-life partners, these love
interests typically lavish players with their undivided
attention as they do not need to concern themselves
with responsibilities common in daily life.
In terms of investing money in MysMe, players’
romantic feelings for a love interest did not relate to
their decision to spend money in-game as the relation-
ship was not significant. Given the large number of
reported paying players (69.2%), this might suggest
that players invested for reasons driven more by over-
all gameplay than the attachments themselves. How-
ever, when viewing the actual amount of money pay-
ing players had invested, a slightly different picture
emerged. Both low spenders (¡5 $) and high spenders
150 $) showed significantly higher levels of paraso-
cial love, indicating at least some sort of interdepen-
dence. In comparison, low-to-mid (5 to 49.99 $)
and mid-to-high (50 to 149.99 $) spenders exhibited
overall fewer romantic feelings for their love interest,
though, that did not seem to hinder them from spend-
ing money in the game.
There are several explanations for this. On the
one hand, some players might not view purchasing
virtual goods in the game as a valuable way to en-
hance their virtual relationship despite their intensity
of feelings. While it is true that some content can only
be bought by investing real money, other content can
be unlocked by extending some effort towards collect-
ing the in-game currency during gameplay. Compared
to other games with similar business models, MysMe
allows players to do so relatively easy by participat-
ing in the daily chatrooms. As such, players high in
parasocial love might not be required to spend a lot of
money to achieve the desired outcome. On the other
hand, other players with strong feelings of parasocial
love might invest exceedingly more money to get the
full experience of the simulated relationship at a more
rapid pace. Impatience might play a role in this re-
spect. The desire to progress fast might be enough
of a motivator to disregard the amounts of money in-
vested because the gratifications achieved momentar-
ily make up for it. This might be especially true for
single-player games like MysMe where there is no
competition and thus no feelings of guilt or unfairness
when taking such shortcuts (Evans, 2016).
The overall level of romantic loneliness did re-
late to spending money in MysMe, albeit in an un-
expected way. Rather than greater romantic loneli-
ness, it was less romantically lonely players who were
more likely to spend money within the game. Consid-
ering the time and effort needed to complete routes
or unlock content in MysMe, and the fact that many
players were in a committed relationship, speeding up
gameplay or using money for convenience might be
the logical conclusion. Indeed, the excessive use of
mobile devices while in the presence of a romantic
partner can significantly impair and damage existing
relationships (Zhan et al., 2022). To avoid ignoring
the real-life partner without hampering the enjoyment
of the game might have less lonely players more will-
ing to invest real money in dating sims.
Additionally, more ambiguous findings emerged
for romantic loneliness when looking more closely at
the amount of money invested. Those indicating the
most romantic loneliness tended to have spent consid-
erably more money compared to players with lower
scores who only spent moderate sums of money (less
than 5 $). This insinuates that unfulfilled romantic
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
413
needs and the fear of losing the virtual relationship
do play their part in terms of purchasing decisions.
Albeit this might only be true for a selective group
of paying players. For these players, the absence of
a (fulfilling) romantic partner might trigger more in-
tense purchase behavior to sustain the gratifications
from the virtual relationship and avoid any unpleas-
ant repercussions upon its dissolution (Eyal and Co-
hen, 2006). Thereby, the emotional response to an
expected loss might be so intense that simply replay-
ing the game as usual without getting any additional
interactions out of it may no longer be sufficient.
6 CONCLUSION AND OUTLOOK
Amidst rising concerns about whether female players
flock to dating simulation games to compensate for
missing real-life romance, the present study explores
the role of romantic loneliness and dating status in de-
veloping romantic parasocial attachments. Moreover,
it is one of the first to address how these feelings in-
teract with the decision to invest real money into these
virtual relationships. For this purpose, an online sur-
vey among 402 female players of the viral mobile dat-
ing sim MysMe was conducted and evaluated. On the
question of which role the longing for romantic inti-
macy played in fostering romantic feelings for these
virtual characters, the general answer is none. Players
do not use these bonds to compensate for any void
in their love lives, joining findings of related stud-
ies on parasocial compensation among mass media
figures. While players, indeed, develop strong emo-
tionally meaningful attachments to their chosen vir-
tual lovers, unfulfilled romantic needs are not the cen-
tral motivator around doing so. Neither romantically
lonely nor non-dating players show more intense feel-
ings for these characters. Rather interestingly, there is
little to no difference in the overall intensity of paraso-
cial love between these groups, highlighting the need
for more qualitative research in this field. In-depth
interviews with dating and non-dating players of dat-
ing simulation games may provide more detailed in-
sights into what prompted them to indulge in these
simulated relationships to begin with. Furthermore,
exploring the impact of playing such games while in
a committed relationship might also be a fruitful new
avenue of research. Matters such as viewing such re-
lationships as cheating or feelings of jealousy of the
non-playing partner would certainly be interesting to
explore.
Despite the strong feelings many players exhibited
for the virtual characters in MysMe, these emotional
attachments have little impact on the willingness to
invest real money in the game. Though some more
heavily involved players show more intense spend-
ing behavior, the overall spending patterns are con-
flicting and do not allow for a conclusive interpreta-
tion. Similar findings are observed for romantic lone-
liness. While overall willingness to expend money
is more prominent for less romantically lonely peo-
ple, for paying players, more intense feelings of lone-
liness do prompt more excessive spending behavior
overall. Apparently, investing in the game offers ad-
ditional benefits to some players. As this study takes
an exploratory approach and no prior study has in-
quired about the hypothesized relationships, further
research is certainly needed before drawing any in-
ferences. Future studies might expand variables on
purchase behavior, asking what had prompted players
to initially invest in the game to gain a more thorough
understanding of paying motivations in this specific
niche. Tracing potential direct or indirect relations
to motifs recognized in studies on other free-to-play
environments, as well, may further provide valuable
insights into spending behavior.
Ultimately, this study points at the complexities in
the development of these one-sided romances while
also offering insights into the dating sim niche and
its players as a whole with promising new areas of
research in the future. By understanding the allure of
this simulated romantic intimacy, scholars can gain an
idea of how people’s emotions intertwine with inter-
active media characters and how this shapes their ex-
periences and behaviors. Specifically, when it comes
to investing money. As dating simulation games con-
tinue to evolve, this might become increasingly im-
portant.
REFERENCES
Adam, A. and Sizemore, B. (2013). Parasocial romance: A
social exchange perspective. Interpersona: An Inter-
national Journal on Personal Relationships, 7(1):12–
25.
Adamczyk, K. (2016). An Investigation of Loneliness
and Perceived Social Support Among Single and
Partnered Young Adults. Current Psychology (New
Brunswick, N.J.), 35(4):674–689.
Baumeister, R. F. and Leary, M. R. (1995). The need to
belong: Desire for interpersonal attachments as a fun-
damental human motivation. Psychological Bulletin,
117(3):497–529.
Bernardon, S., Babb, K. A., Hakim-Larson, J., and Gragg,
M. (2011). Loneliness, attachment, and the perception
and use of social support in university students. Cana-
dian Journal of Behavioural Science / Revue canadi-
enne des sciences du comportement, 43(1):40–51.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
414
Beusman, C. (2016). Meine sinnliche Reise in die Welt der
japanischen Dating-Sims. Accessed 11.06.2023.
Bortz, J. and Schuster, C. (2010). Statistik f
¨
ur Human-
und Sozialwissenschaftler: Limitierte Sonderausgabe.
Springer, 7th edition.
Branch, S. E., Wilson, K. M., and Agnew, C. R. (2013).
Committed to Oprah, Homer, or House: Using the
investment model to understand parasocial relation-
ships. Psychology of Popular Media Culture, 2(2):96–
109.
Burgess, J. and Jones, C. (2020). ”I harbor strong feelings
for Tali despite her being a fictional character”: Inves-
tigating videogame players’ emotional attachments to
non-player characters. The International Journal of
Computer Game Research, 20(1):1–16.
Canary, D. J. and Spitzberg, B. H. (1993). Loneliness
and media gratifications. Communication Research,
20(6):800–821.
Caughey, J. L. (1986). Social relations with media figures.
In Gumpert, G. and Cathcart, R., editors, Intermedia:
Interpersonal communication in a media world, pages
219–252. Oxford University Press, New York, NY,
3rd edn edition.
Chory-Assad, R. M. and Yanen, A. (2005). Hopelessness
and loneliness as predictors of older adults’ involve-
ment with favorite television performers. Journal of
Broadcasting & Electronic Media, 49(2):182–201.
Coulson, M., Barnett, J., Ferguson, C. J., and Gould, R. L.
(2012). Real feelings for virtual people: Emotional at-
tachments and interpersonal attraction in video games.
Psychology of Popular Media Culture, 1(3):176–184.
Cowley, R. (2018). China-only dating sim Love and Pro-
ducer generated $32 million in January 2018. Ac-
cessed 24.03.2023.
Davidson, R. (1993). Estimation and inference in econo-
metrics. Oxford University Press.
DiTommaso, E. and Spinner, B. (1993). The develop-
ment and initial validation of the Social and Emotional
Loneliness Scale for Adults (SELSA). Personality
and Individual Differences, 14(1):127–134.
D
¨
oring, N. (2013). Wie Medienpersonen Emotionen und
Selbstkonzept der Mediennutzer beeinflussen. In
Schweiger, W. and Fahr, A., editors, Handbuch
Medienwirkungsforschung, pages 295–310. Springer
Fachmedien Wiesbaden, Wiesbaden.
Erickson, S. E. and Dal Cin, S. (2018). Romantic Paraso-
cial Attachments and the Development of Roman-
tic Scripts, Schemas and Beliefs among Adolescents.
Media Psychology, 21(1):111–136.
Erickson, S. E., Harrison, K., and Dal Cin, S. (2018). To-
ward a Multi-Dimensional Model of Adolescent Ro-
mantic Parasocial Attachment. Communication The-
ory, 28(3):376–399.
Evans, E. (2016). The economics of free. Convergence:
The International Journal of Research into New Me-
dia Technologies, 22(6):563–580.
Eyal, K. and Cohen, J. (2006). When good friends say good-
bye: A parasocial breakup study. Journal of Broad-
casting & Electronic Media, 50(3):502–523.
Field, A. (2024). Discovering statistics using IBM SPSS
statistics. Sage publications limited.
Ganzon, S. C. (2019). Investing Time for Your In-Game
Boyfriends and BFFs: Time as Commodity and the
Simulation of Emotional Labor in Mystic Messenger.
Games and Culture, 14(2):139–153.
Ganzon, S. C. (2022). Playing at Romance: Otome Games,
Globalization and Postfeminist Media Cultures. Doc-
tor of philosophy, Concordia University, Montreal,
Quebec.
Gardner, W. and Knowles, M. (2008). Love makes you real:
Favorite television characters are perceived as ”real”
in a social facilitation paradigm. Social Cognition,
26(2):156–168.
Gleich, U. (1997). Parasocial interaction with people on the
screen. New horizons in media psychology: Research
cooperation and projects in Europe, pages 35–55.
Google Play (2023). Mystic messenger. Accessed
08.06.2023.
Greenwood, D. N. and Long, C. R. (2011). Attachment,
belongingness needs, and relationship status predict
imagined intimacy with media figures. Communica-
tion Research, 38(2):278–297.
Hartmann, T. (2016a). Mass communication and para-
social interaction: Observations on intimacy at a dis-
tance (by donald horton and r. richard wohl (1956)).
In Potthoff, M., editor, Schl
¨
usselwerke der Medien-
wirkungsforschung, pages 75–84. Springer Fachme-
dien Wiesbaden, Wiesbaden.
Hartmann, T. (2016b). Parasocial interaction, parasocial re-
lationships, and well-being. In The Routledge hand-
book of media use and well-being, pages 131–144.
Routledge.
Hayes, A. F. (2022). Introduction to mediation, moderation,
and conditional process analysis: A regression-based
approach. Guilford publications.
Hirschman, E. C. (1983). Predictors of self-projection, fan-
tasy fulfillment, and escapism. Journal of Social Psy-
chology, 120(1):63–76.
Horton, D. and Wohl, R. R. (1956). Mass communication
and parasocial interaction: Observations on intimacy
at a distance. Psychiatry, 19(3):215–229.
Hu, M., Zhang, B., Shen, Y., Guo, J., and Wang, S. (2021).
Dancing on my own: Parasocial love, romantic lone-
liness, and imagined interaction. Imagination, Cog-
nition and Personality: Consciousness in Theory, Re-
search, and Clinical Practice, pages 1–24.
Huang, Z. (2018). Chinese women are spending millions of
dollars on virtual boyfriends. Accessed 15.08.2023.
Karhulahti, V.-M. and V
¨
alisalo, T. (2020). Fictosexuality,
fictoromance, and fictophilia: A qualitative study of
love and desire for fictional characters. Frontiers in
Psychology, 11.
Liebers, N. (2022). Unfulfilled romantic needs: Effects of
relationship status, presence of romantic partners, and
relationship satisfaction on romantic parasocial phe-
nomena. Psychology of Popular Media, 11(2):237–
247. Advance online publication.
Liebers, N. and Schramm, H. (2019). Parasocial interac-
tions and relationships with media characters: An in-
Yearning for Love: Exploring the Interplay of Parasocial Romantic Attachment, Loneliness, and Purchase Behavior Within Dating
Simulation Games
415
ventory of 60 years of research. Communication Re-
search Trends, 38(2):4–31.
Mallon, B. and Lynch, R. (2014). Stimulating psychological
attachments in narrative games. Simulation & Gam-
ing, 45(4-5):508–527.
McPherson, M., Smith-Lovin, L., and Cook, J. M. (2001).
Birds of a feather: Homophily in social networks. An-
nual review of sociology, 27(1):415–444.
Meyrowitz, J. (1994). The life and death of media friends:
New genres of intimacy and mourning. In Cathart, R.
and Drucker, S., editors, American heroes in a media
age, pages 52–81. Cresskill, NJ.
Rubin, A. M., Perse, E. M., and Powell, R. A. (1985).
Loneliness, parasocial interaction, and local televi-
sion news viewing. Human Communication Research,
12(2):155–180.
Russon, M.-A. (2020). 22 Million Women Worldwide
Hooked on ’Otome’ Romantic Dating Simulator
Games. Accessed 23.04.2023.
Saito, K. (2021). From Novels to Video Games: Romantic
Love and Narrative Form in Japanese Visual Novels
and Romance Adventure Games. Arts, 10(42):1–18.
Schiappa, E., Allen, M., and Gregg, P. B. (2011). Paraso-
cial relationships and television: A meta-analysis of
the effects. In Preiss, R. W., Gayle, B. M., Bur-
rell, N., Allen, M., and Bryant, J., editors, Mass me-
dia effects research: Advances through meta-analysis,
pages 301–314. New York, London: Routledge.
Schwartz, O. (2018). Love in the time of AI: meet the peo-
ple falling for scripted robots. Accessed 25.05.2022.
Short, J., Williams, E., and Christie, B. (1976). Social psy-
chology of telecommunications. London: John Wiley.
Sphancer, N. (2014). Laws of Attraction: How Do We
Select a Life Partner?: What we know, and don’t
know, about the process of mate selection. Accessed
15.08.2023.
Taylor, E. (2007). Dating-simulation games: Leisure
and gaming of Japanese youth culture. Accessed
11.09.2021.
Tukachinsky, R. (2010). Para-romantic love and para-
friendships: Development and assessment of multiple
parasocial relationships scale. American Journal of
Media Psychology, 3:73–94.
Tukachinsky, R. and Stever, G. (2019). Theorizing De-
velopment of Parasocial Experiences. Accessed
01.09.2021.
Turner, J. R. (1993). Interpersonal and psychologi-
cal predictors of parasocial interaction with differ-
ent television performers. Communication Quarterly,
41(4):443–453.
Voltage Inc. (2023a). Company: Business. https://www-
en.voltage.co.jp/company/business/. Accessed
03.04.2023.
Voltage Inc. (2023b). Financial highlights: Earnings high-
light. https://www-en.voltage.co.jp/ir/highlight/. Ac-
cessed 03.04.2023.
Waern, A. (2010). ”I’m in love with someone that doesn’t
exist!!” Bleed in the context of a Computer Game.
In DiGRA Nordic ’10: Proceedings of the 2010 In-
ternational DiGRA Nordic Conference: Experiencing
Games: Games, Play, and Players, pages 1–7.
Wang, Q., Fink, E. L., and Cai, D. A. (2008). Loneli-
ness, gender, and parasocial interaction: A uses and
gratifications approach. Communication Quarterly,
56(1):87–109.
Zhan, S., Shrestha, S., and Zhong, N. (2022). Romantic re-
lationship satisfaction and phubbing: The role of lone-
liness and empathy. Frontiers in Psychology, 13:1–12.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
416