2021
Karhulahti, Veli-Matti; Välisalo, Tanja
In: Frontiers in Psychology, vol. 11, pp. 575427-575427, 2021, ISSN: 1664-1078.
Journal article Open access
Abstract | Links | Tags: Characters, Elokuvat, Fictophilia, Fiktiiviset hahmot, Fiktoseksuaalisuus, Game characters, Hahmot, Media, Parasocial relationships, Pelihahmot, Pelit, Pelitutkimus, Sarjakuvat, Seksuaalisuus, Sosiaaliset suhteet, Suhteet, Televisiosarjat, Televisiot (laitteet)
@article{Karhulahti2021,
title = {Fictosexuality, Fictoromance, and Fictophilia: A Qualitative Study of Love and Desire for Fictional Characters},
author = {Veli-Matti Karhulahti and Tanja Välisalo},
url = {http://urn.fi/URN:NBN:fi:jyu-202101181136},
doi = {10.3389/fpsyg.2020.575427},
issn = {1664-1078},
year = {2021},
date = {2021-01-12},
journal = {Frontiers in Psychology},
volume = {11},
pages = {575427-575427},
abstract = {Fictosexuality, fictoromance, and fictophilia are terms that have recently become popular in online environments as indicators of strong and lasting feelings of love, infatuation, or desire for one or more fictional characters. This article explores the phenomenon by qualitative thematic analysis of 71 relevant online discussions. Five central themes emerge from the data: (1) fictophilic paradox, (2) fictophilic stigma, (3) fictophilic behaviors, (4) fictophilic asexuality, and (5) fictophilic supernormal stimuli. The findings are further discussed and ultimately compared to the long-term debates on human sexuality in relation to fictional characters in Japanese media psychology. Contexts for future conversation and research are suggested.},
keywords = {Characters, Elokuvat, Fictophilia, Fiktiiviset hahmot, Fiktoseksuaalisuus, Game characters, Hahmot, Media, Parasocial relationships, Pelihahmot, Pelit, Pelitutkimus, Sarjakuvat, Seksuaalisuus, Sosiaaliset suhteet, Suhteet, Televisiosarjat, Televisiot (laitteet)},
pubstate = {published},
tppubtype = {article}
}
Fictosexuality, fictoromance, and fictophilia are terms that have recently become popular in online environments as indicators of strong and lasting feelings of love, infatuation, or desire for one or more fictional characters. This article explores the phenomenon by qualitative thematic analysis of 71 relevant online discussions. Five central themes emerge from the data: (1) fictophilic paradox, (2) fictophilic stigma, (3) fictophilic behaviors, (4) fictophilic asexuality, and (5) fictophilic supernormal stimuli. The findings are further discussed and ultimately compared to the long-term debates on human sexuality in relation to fictional characters in Japanese media psychology. Contexts for future conversation and research are suggested.
2019
Törhönen, Maria; Hassan, Lobna; Sjöblom, Max; Hamari, Juho
In: Bui, Tung (Ed.): Proceedings of the 52nd Hawaii International Conference on System Sciences, pp. 2558-2567, HICSS, 2019, ISBN: 978-0-9981331-2-6.
In proceedings Open access
Abstract | Links | Tags: Gamification, Media, Playbour, Social media, Video
@inproceedings{Törhönen2019,
title = {Play, Playbour or Labour?: The Relationships Between Perception of Occupational Activity and Outcomes Among Streamers and YouTubers},
author = {Maria Törhönen and Lobna Hassan and Max Sjöblom and Juho Hamari},
editor = {Tung Bui},
url = {https://urn.fi/URN:NBN:fi:tuni-202002172137},
doi = {10.24251/HICSS.2019.308},
isbn = {978-0-9981331-2-6},
year = {2019},
date = {2019-01-08},
urldate = {2019-01-08},
booktitle = {Proceedings of the 52nd Hawaii International Conference on System Sciences},
pages = {2558-2567},
publisher = {HICSS},
abstract = {The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities.},
keywords = {Gamification, Media, Playbour, Social media, Video},
pubstate = {published},
tppubtype = {inproceedings}
}
The increasing digitalization and gamification of different aspects of our lives has blurred the line between what we consider work and play. Therefore, our productivity may increasingly depend on how we negotiate and view our occupations and work. Through an online survey (n=382), this study examines the relationship between the perception of online video content creation as either work, play or equally as both, and the activities and income of these video content creators (streamers and YouTubers). The results indicate that those who view their content creation as work had the highest levels of activity and income, whereas those who associated their content creation with play, earned more income than those who regard their content creation equally as play and work. The results demonstrate the emergence of new forms of digital entrepreneurial practices in the work-oriented group, but also the highlight the increasing workification of our play activities.