Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction

This research interrogated the concept of quasi-virtual intimacy, a special relationship between virtual and real worlds in human-computer relationships, by examining cosplay commissions in the Chinese otome game community as a lens to explore the interaction between virtual intimacy and real relationships. It was supposed that this relationship could not be explained by the framework of parasocial romantic relationships, which needed to be established as a theoretical framework. Using the latent Dirichlet allocation model and semi-structured interviews, this study analysed participants‘ motivations, behavioural patterns, and perceptions. It delineated the fundamental processes and unique characteristics of cosplay commissions and examined the new triangle relational dynamics established between players, virtual characters and cosplayers. It was observed that players bought virtual intimacy offline, transferring emotions to fulfil idealised needs, that virtual characters were human-computer interaction character images and provided emotional value, and that cosplayers reshaped real relationships, redefining intimacy in human-computer interactions. In conclusion, this study indicates that quasi-virtual intimacy has three aspects that differ from virtual intimacy: offline, idealised paths of realisation of virtuality-reality relationships, and playing a ‘role’ in real life. • Quasi-virtual intimacy via cosplay commissions forms a triangular dynamic. • Players buy virtual intimacy offline, channeling emotions to meet idealised needs. • Cosplayers reshape real relationships, redefining intimacy in HCI. • LDA and interviews reveal intimacy shifts from virtual to real-world interactions. • Emotional commodification reflects evolving relationships in digital culture.

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Publication Details

Journal
Computers in Human Behavior
Published
2025-03-24
DOI
https://doi.org/10.1016/j.chb.2025.108651
Citations
3
Primary Topic
Media Influence and Health
Type
article
Field-Weighted Citation Impact
45.53
Controls
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article

Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction

H.‐X. Chen, Ni Zeng, Xiaomeng Zhang, Jingyi Zhang
3 citations
Computers in Human Behavior
Media Influence and Health
45.53
article

Quasi-virtual intimacy: An exploration of cosplay commission as a new form of virtual-reality interaction

H.‐X. Chen, Ni Zeng, Xiaomeng Zhang, Jingyi Zhang
article en
3 citations

Abstract

This research interrogated the concept of quasi-virtual intimacy, a special relationship between virtual and real worlds in human-computer relationships, by examining cosplay commissions in the Chinese otome game community as a lens to explore the interaction between virtual intimacy and real relationships. It was supposed that this relationship could not be explained by the framework of parasocial romantic relationships, which needed to be established as a theoretical framework. Using the latent Dirichlet allocation model and semi-structured interviews, this study analysed participants‘ motivations, behavioural patterns, and perceptions. It delineated the fundamental processes and unique characteristics of cosplay commissions and examined the new triangle relational dynamics established between players, virtual characters and cosplayers. It was observed that players bought virtual intimacy offline, transferring emotions to fulfil idealised needs, that virtual characters were human-computer interaction character images and provided emotional value, and that cosplayers reshaped real relationships, redefining intimacy in human-computer interactions. In conclusion, this study indicates that quasi-virtual intimacy has three aspects that differ from virtual intimacy: offline, idealised paths of realisation of virtuality-reality relationships, and playing a ‘role’ in real life. • Quasi-virtual intimacy via cosplay commissions forms a triangular dynamic. • Players buy virtual intimacy offline, channeling emotions to meet idealised needs. • Cosplayers reshape real relationships, redefining intimacy in HCI. • LDA and interviews reveal intimacy shifts from virtual to real-world interactions. • Emotional commodification reflects evolving relationships in digital culture.

Computers in Human BehaviorVol. 168
Peking University (CN)
Reduced inequalities
Openalex Percentile: Top 0%
Media Influence and Health
45.53
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