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.
For most of human history we have ascribed human‐like capacities to other entities (anthropomorphism). Recently, the digital age has created new entities: virtual agents (VAs). Increasingly, these virtual entities are complex and human‐like, specifically designed to elicit anthropomorphism from their owners and users. We employ social psychological research and theory to review how, why, and when people come to anthropomorphize VAs. Moving beyond static representations, we examine the dynamics of human‐VA relationships and how they are encroaching on the closest of human relationships, virtual love. We use the social psychology of close relationships to examine the ways in which people may form, maintain, and terminate relationships with VAs. We conclude by examining the potential costs and benefits of these new relationships.
Romantic relationships are a cornerstone of human nature. Today, these relationships can potentially be fulfilled by virtual agents. Although previous psychological research has examined how human needs can be met by anthropomorphized agents, it has neglected virtual romantic relationships. This paper introduces the concept of romantic anthropomorphism (i.e., giving a non-human agent human-like characteristics in a romantic context) to help understand virtual romance. In three lab studies, we used romantic video games (RVGs) to examine how romantic anthropomorphism predicts relationship authenticity, desire for real-world relationship, and mood (Studies 1A, 1B, and 2) as well as real-world interpersonal behaviour (Study 2). Study 1A revealed that romantic anthropomorphism of a virtual agent predicted desire for a real-world relationship with the virtual agent and greater positive affect via feeling that the relationship built with the virtual agent was authentic. Study 1B replicated these results using a larger sample and a different RVG. Study 2 replicated these results, but revealed that playing RVGs failed to predict real-world behaviour in a subsequent interaction with a human confederate. This research identifies a unique way that people find connection in the modern world and provides novel insight into the fields of anthropomorphism, virtual interactions, and relationship science.
Romantic relationships are a cornerstone of human nature. Today, these relationships can potentially be fulfilled by virtual agents. Although previous psychological research has examined how human needs can be met by anthropomorphized agents, it has neglected virtual romantic relationships. This paper introduces the concept of romantic anthropomorphism (i.e., giving a non-human agent human-like characteristics in a romantic context) to help understand virtual romance. In three lab studies, we used romantic video games (RVGs) to examine how romantic anthropomorphism predicts relationship authenticity, desire for real-world relationship, and mood (Studies 1A, 1B, and 2) as well as real-world interpersonal behaviour (Study 2). Study 1A revealed that romantic anthropomorphism of a virtual agent predicted desire for a real-world relationship with the virtual agent and greater positive affect via feeling that the relationship built with the virtual agent was authentic. Study 1B replicated these results using a larger sample and a different RVG. Study 2 replicated these results, but revealed that playing RVGs failed to predict real-world behaviour in a subsequent interaction with a human confederate. This research identifies a unique way that people find connection in the modern world and provides novel insight into the fields of anthropomorphism, virtual interactions, and relationship science.
When someone's self-esteem is raised, how does their presence affect the people surrounding them? The purpose of the present study was to provide initial evidence for this question from the viewpoint of social comparison. We therefore conducted a questionnaire experiment among junior high school students (N = 225) using a scene-assumption method, investigating the effect of a change in the self-esteem of a specific individual on the selfesteem of others in that individual's proximity. Results showed that, for students who had low self-esteem and saw self-esteem as important, their self-esteem decreased when the self-esteem of a friend increased; conversely, self-esteem increased for individuals who did not view this trait as important. This finding suggests that, depending on both the degree of the participants' original level of self-esteem and the degree to which self-esteem is considered important, activities to improve self-esteem may have an unintentional adverse effect that undermines their original purpose. Based on this suggestion, the necessity of considering the effects on others in efforts to improve an individual's self-esteem is discussed.
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