Evidence map›Paper›PMID 42433484›Full record

ArticleFrontiers in psychology2026

Exploring emotional experience and word-of-mouth mechanisms in male-oriented live-action interactive romance games: a mixed-methods empirical study.

Tang QinLi, Li Li

Abstract read
In one paragraph

Article in Frontiers in psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Tang QinLiSchool of Journalism and Communication, Anhui Broadcasting Movie and Television College, Hefei, Anhui, China.
Li LiHuace Film School, Zhejiang University of Media and Communications, Hangzhou, Zhejiang, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Live-action interactive romance games gained widespread popularity in 2023, but there remains a lack of mechanistic research on how male-oriented emotional experiences are generated and transformed into word-of-mouth and consumption intentions. Centering on the questions of "why preferences arise and how positive reviews are formed," this study selects player reviews of four representative works across multiple platforms as samples. Combining content analysis, emotional quantification, LDA topic modeling, and netnography, it sorts out five key elements-emotional interaction, narrative, gendered bodily representation, technology, and others-and their operational paths, thereby constructing the corresponding relationship between evaluation and impact. The results show that, at the work level, the intensity of emotional interaction is largely consistent with the ranking of ratings. Notably, this consistency holds only at this level, while the correlation between comment categories and individual scores is weak at the comment level. Narrative has the second strongest impact; gendered bodily representation and technical topics do not form a stable positive driving force, but instead weaken word-of-mouth in some contexts due to objectification or performance disputes. The conclusions provide actionable references for optimizing the emotional mechanism of film-game integrated works, operating male audiences, and managing word-of-mouth, and offer insights for content design, community maintenance, and commercial transformation.

Indexed as

emotional experienceFMV gameslive-action interactive romance gamesmixed-methods researchparasocial relationshipssentiment analysisuser-generated contentword-of-mouth mechanism

Identifiers

PMID42433484
PMCPMC13350531

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.