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Love in Imagination: A Comparative Analysis Between Chinese K-pop Fans and Esports Fans Regarding Their Parasocial Interaction and Relationship Towards the Virtual Idol Group K/DA
16 references·0 citing·40 second hop
Love in Imagination: A Comparative Analysis Between Chinese K-pop Fans and Esports Fans Regarding Their Parasocial Interaction and Relationship Towards the Virtual Idol Group K/DA (2023)Love in Imagination: A Comparative Analys…Parasocial Interaction and Parasocial Relationship: Conceptual Clarification and a Critical Assessment of Measures (2015)Parasocial Interaction and Pa…Qualitative Content Analysis (2014)Qualitative Content AnalysisPsychology of Entertainment (2013)Psychology of EntertainmentThe Jimusho System: Understanding the Production Logic of the Japanese Entertainment Industry (2012)The Jimusho System: Understan…Horton and Wohl Revisited: Exploring Viewers' Experience of Parasocial Interaction (2011)Horton and Wohl Revisited: Ex…Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii (2009)Parasocial Interaction with M…Musical Personae (2006)Musical PersonaeWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Sociology of the arts: exploring fine and popular forms (2003)Sociology of the arts: explor…Parasocial Interaction: A Review of the Literature and a Model for Future Research (2002)Parasocial Interaction: A Rev…Machines and Mindlessness: Social Responses to Computers (2000)Machines and Mindlessness: So…Development and validation of a parasocial interaction measure: The audience‐persona interaction scale (2000)Development and validation of…LONELINESS, PARASOCIAL INTERACTION, AND LOCAL TELEVISION NEWS VIEWING (1985)LONELINESS, PARASOCIAL INTERA…Media Interaction (1978)Media InteractionIdentifying with Television Characters (1975)Identifying with Television C…Mass Communication and Para-Social Interaction (1956)Mass Communication and Para-S…Audience Activity and Soap Opera Involvement A Uses and Effects Investigation (1987)The Parasocial Contact Hypothesis (2005)Fostering Parasocial Relationships with Celebrities on Social Media: Implications for Celebrity Endorsement (2017)Mind, Self, and Society (1967)The Question Concerning Technology, and Other Essays (1977)Affective Computing (1997)Anthropomorphism and the social robot (2003)The mind in the machine: Anthropomorphism increases trust in an autonomous vehicle (2014)Understanding perception of algorithmic decisions: Fairness, trust, and emotion in response to algorithmic management (2018)Life on the Screen: Identity in the Age of the Internet (1997)The media equation: how people treat computers, television, and new media like real people and places (1997)Communication, Power and Counter-power in the Network Society (2007)Exchange and Power in Social Life. (1965)The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence. (1980)Entertainment-Education and Elaboration Likelihood: Understanding the Processing of Narrative Persuasion (2002)Exchange and Power in Social Life (2017)Coefficient Alpha and the Internal Structure of Tests (1951)Construct validity in psychological tests. (1955)Well-being : the foundations of hedonic psychology (1999)Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge (2018)‘You really are a great big sister’ – parasocial relationships, credibility, and the moderating role of audience comments in influencer marketing (2020)A multidimensional approach to individual differences in empathy (1980)Constructing validity: Basic issues in objective scale development. (1995)Fostering Consumer–Brand Relationships in Social Media Environments: The Role of Parasocial Interaction (2014)Authenticity under threat: When social media influencers need to go beyond self-presentation (2018)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Interactive Multimodal Learning Environments (2007)Gamifying learning experiences: Practical implications and outcomes (2013)Enjoyment: At the Heart of Media Entertainment (2004)Understanding tailoring in communicating about health (2008)The Differential Susceptibility to Media Effects Model (2013)Defining Identification: A Theoretical Look at the Identification of Audiences With Media Characters (2001)Toward a Theory of Entertainment Persuasion: Explaining the Persuasive Effects of Entertainment-Education Messages (2008)Instagram and YouTube bloggers promote it, why should I buy? How credibility and parasocial interaction influence purchase intentions (2019)Qualitative Data Analysis (2015)Building dynamic capabilities for digital transformation: An ongoing process of strategic renewal (2018)Directed qualitative content analysis: the description and elaboration of its underpinning methods and data analysis process (2018)
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111 cited
  • 2012The Jimusho System: Understanding the Production Logic of the Japanese Entertainment Industry61 cited
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