Main Article Content
Abstract
Purpose: This study aims to examine how game experience influences player loyalty through immersiveness and parasocial relationships in digital games. Grounded in parasocial interaction theory, this study proposes that game experience enhances immersion and parasocial relationships, which in turn strengthen game loyalty.
Research Method: This study employed a quantitative research design using a structured questionnaire distributed through Google Forms and the Kudata platform. The sample consisted of 285 active players of Genshin Impact, Wuthering Waves, and Honkai: Star Rail. The variables examined include game experience, immersiveness, parasocial relationships, and game loyalty. Data were analyzed using Structural Equation Modeling (SEM) with AMOS 31 to test the proposed relationships among variables.
Results and Discussion: The findings indicate that game experience does not have a significant direct effect on game loyalty. However, game experience significantly influences immersiveness and parasocial relationships. Immersiveness significantly affects both parasocial relationships and game loyalty, while parasocial relationships have a strong positive effect on game loyalty. These results suggest that player loyalty is shaped indirectly through immersiveness and parasocial relationships, indicating a full mediation mechanism.
Implications: Game developers should enhance immersive, character-driven experiences to foster emotional attachment and long-term player loyalty.
Originality: This study extends parasocial interaction theory by integrating immersiveness and parasocial relationships as mediating mechanisms in explaining digital game loyalty.
Keywords
Article Details

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
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- Auter, P. J. (1992). Psychometric: TV that talks back: An experimental validation of a parasocial interaction scale. Journal of Broadcasting & Electronic Media, 36(2), 173–181. https://doi.org/10.1080/08838159209364165
- Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238–246. https://doi.org/10.1016/j.chb.2018.06.002
- Ballantine, P. W., & Martin, B. A. S. (2005). Forming parasocial relationships in online communities. Advances in Consumer Research, 32, 197.
- Curry, D. (2026). Mobile game churn rates. Business of Apps. Retrieved January 7, 2026. https://www.businessofapps.com/data/mobile-game-churn-rates/
- Cui, Y., Li, J., & Zhang, Y. (2022). The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value. Technological Forecasting and Social Change, 176, 121495. https://doi.org/10.1016/j.techfore.2022.121495
- Daviault, Christine. (2012). Does Game Playing Experience Have an Impact on the Player-PNPC Relationship? Bulletin of Science, Technology & Society, 32(6), 441–446. https://doi.org/10.1177/0270467612469075
- de Bérail, P., Guillon, M., & Bungener, C. (2019). The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework. Computers in Human Behavior, 99, 190–204. https://doi.org/https://doi.org/10.1016/j.chb.2019.05.007
- Gong, A.-D., & Huang, Y.-T. (2023). Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Computers in Human Behavior, 143, 107681. https://doi.org/https://doi.org/10.1016/j.chb.2023.107681
- Guerra-Tamez, C. R. (2023). The impact of immersion through virtual reality in the learning experiences of art and design students: The mediating effect of the flow experience. Education Sciences, 13(2), 185.
- Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2013). Multivariate Data Analysis. Pearson Education Limited. https://books.google.co.id/books?id=VvXZnQEACAAJ
- Hamari, J., Hanner, N., & Koivisto, J. (2020). “Why pay premium in freemium services?” A study on perceived value, continued use and purchase intentions in free-to-play games. International Journal of Information Management, 51. https://doi.org/10.1016/j.ijinfomgt.2019.102040
- Hartmann, T., & Goldhoorn, C. (2011). Horton and Wohl Revisited: Exploring Viewers’ Experience of Parasocial Interaction. Journal of Communication, 61(6), 1104–1121. https://doi.org/10.1111/j.1460-2466.2011.01595.x
- Harz, Nathalie, Hohenberg, Sebastian, & Homburg, Christian. (2022). Virtual Reality in New Product Development: Insights from Prelaunch Sales Forecasting for Durables. Journal of Marketing, 86(3), 157–179. https://doi.org/10.1177/00222429211014902
- Homburg, C., & Giering, A. (2001). Personal characteristics as moderators of the relationship between customer satisfaction and loyalty—an empirical analysis. Psychology & Marketing, 18(1), 43–66. https://doi.org/https://doi.org/10.1002/1520-6793(200101)18:1<43::AID-MAR3>3.0.CO;2-I
- Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215–229. https://doi.org/10.1080/00332747.1956.11023049
- Huang, Chiao Ling, Luo, Yi Fang, Yang, Shu Ching, Lu, Chia Mei, & Chen, An-Sing. (2020). Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177/0735633119867422
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- Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? an examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001
- Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641–661. https://doi.org/https://doi.org/10.1016/j.ijhcs.2008.04.004
- Kotler, P., Keller, K. L., & Chernev, A. (2021). Marketing Management, Global Edition. Pearson Deutschland.
- Liebers, N., & Straub, R. (2020). Fantastic relationships and where to find them: Fantasy and its impact on romantic parasocial phenomena with media characters. Poetics, 83, 101481. https://doi.org/10.1016/j.poetic.2020.101481
- Lombard, M., & Ditton, T. (1997). At the Heart of It All: The Concept of Presence. Journal of Computer-Mediated Communication, 3(2), JCMC321. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
- Ma, Y., & He, W. (2024). “Coolness” and “joy” in games: factors influencing mobile game players’ willingness to make in-game purchases. Asia Pacific Journal of Marketing and Logistics, 37(2), 331–348. https://doi.org/10.1108/APJML-04-2024-0539
- Milman, D., & Mills, D. (2023). The relationship between parasocial friendship quality with non-playable video game characters, gaming motivations, and obsessive vs harmonious passion. Telematics and Informatics Reports, 10, 100057. https://doi.org/https://doi.org/10.1016/j.teler.2023.100057
- Molinillo, S., Japutra, A., & Liébana-Cabanillas, F. (2020). Impact of perceived value on casual mobile game loyalty: The moderating effect of intensity of playing. Journal of Consumer Behaviour, 19(5), 493–504. https://doi.org/https://doi.org/10.1002/cb.1831
- Nah, F. F.-H., Eschenbrenner, B., & DeWester, D. (2011). Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds. MIS Quarterly, 35(3), 731–747. https://doi.org/10.2307/23042806
- Nah, K., Oh, S., Han, B., Kim, H., & Lee, A. (2022). A study on the user experience to improve immersion as a digital human in lifestyle content. Applied Sciences, 12(23), 12467.
- Nguyen, T., Chen, J. V., & Wonodihardjo, J. (2025). Two faces of freemium strategy in social games: The interplay between perceived enjoyment, envy, and in-app purchase intention. Information & Management, 62(7), 104184. https://doi.org/https://doi.org/10.1016/j.im.2025.104184
- Perse, E. M., & Rubin, R. B. (1989). Attribution in social and parasocial relationships. Communication Research, 16(1), 59–77.
- Pham, T. T. L., Huang, H.-C., Tseng, F.-C., Cheng, T. C. E., & Teng, C.-I. (2021). For whom does flow not enhance online gamer loyalty? Industrial Management & Data Systems, 122(1), 215–234. https://doi.org/10.1108/IMDS-05-2021-0338
- Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The development and validation of the game user experience satisfaction scale (guess). Human Factors: The Journal of the Human Factors and Ergonomics Society, 58(8), 1217–1247. https://doi.org/10.1177/0018720816669646
- Sharma, S., Singh, G., & Sharma, R. (2021). For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games. International Journal of Information Management, 60. https://doi.org/10.1016/j.ijinfomgt.2021.102363
- Shibuya, A., Teramoto, M., & Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In S. A. Lee & A. Pulos (Eds.), Transnational Contexts of Development History, Sociality, and Society of Play: Video Games in East Asia (pp. 95–122). Springer International Publishing. https://doi.org/10.1007/978-3-319-43820-7_4
- Slater, M. D., Ewoldsen, D. R., & Woods, K. W. (2018). Extending Conceptualization and Measurement of Narrative Engagement After-the-Fact: Parasocial Relationship and Retrospective Imaginative Involvement. Media Psychology, 21(3), 329–351. https://doi.org/10.1080/15213269.2017.1328313
- Song, W., & Fox, J. (2016). Playing for Love in a Romantic Video Game: Avatar Identification, Parasocial Relationships, and Chinese Women’s Romantic Beliefs. Mass Communication and Society, 19(2), 197–215. https://doi.org/10.1080/15205436.2015.1077972
- Stever, G. S. (2017). Parasocial theory: Concepts and measures. The International Encyclopedia of Media Effects, 1–12.
- Teng, C.-I. (2018). Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values. Decision Support Systems, 114, 49–60. https://doi.org/10.1016/j.dss.2018.08.007
- Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? an examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001
References
Agrawal, S., Simon, A., Bech, S., Bæntsen, K., & Forchhammer, S. (2020). Defining immersion: Literature review and implications for research on audiovisual experiences. Journal of the Audio Engineering Society, 68(6), 404–417.
Auter, P. J. (1992). Psychometric: TV that talks back: An experimental validation of a parasocial interaction scale. Journal of Broadcasting & Electronic Media, 36(2), 173–181. https://doi.org/10.1080/08838159209364165
Balakrishnan, J., & Griffiths, M. D. (2018). Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features. Computers in Human Behavior, 87, 238–246. https://doi.org/10.1016/j.chb.2018.06.002
Ballantine, P. W., & Martin, B. A. S. (2005). Forming parasocial relationships in online communities. Advances in Consumer Research, 32, 197.
Curry, D. (2026). Mobile game churn rates. Business of Apps. Retrieved January 7, 2026. https://www.businessofapps.com/data/mobile-game-churn-rates/
Cui, Y., Li, J., & Zhang, Y. (2022). The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value. Technological Forecasting and Social Change, 176, 121495. https://doi.org/10.1016/j.techfore.2022.121495
Daviault, Christine. (2012). Does Game Playing Experience Have an Impact on the Player-PNPC Relationship? Bulletin of Science, Technology & Society, 32(6), 441–446. https://doi.org/10.1177/0270467612469075
de Bérail, P., Guillon, M., & Bungener, C. (2019). The relations between YouTube addiction, social anxiety and parasocial relationships with YouTubers: A moderated-mediation model based on a cognitive-behavioral framework. Computers in Human Behavior, 99, 190–204. https://doi.org/https://doi.org/10.1016/j.chb.2019.05.007
Gong, A.-D., & Huang, Y.-T. (2023). Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players. Computers in Human Behavior, 143, 107681. https://doi.org/https://doi.org/10.1016/j.chb.2023.107681
Guerra-Tamez, C. R. (2023). The impact of immersion through virtual reality in the learning experiences of art and design students: The mediating effect of the flow experience. Education Sciences, 13(2), 185.
Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2013). Multivariate Data Analysis. Pearson Education Limited. https://books.google.co.id/books?id=VvXZnQEACAAJ
Hamari, J., Hanner, N., & Koivisto, J. (2020). “Why pay premium in freemium services?” A study on perceived value, continued use and purchase intentions in free-to-play games. International Journal of Information Management, 51. https://doi.org/10.1016/j.ijinfomgt.2019.102040
Hartmann, T., & Goldhoorn, C. (2011). Horton and Wohl Revisited: Exploring Viewers’ Experience of Parasocial Interaction. Journal of Communication, 61(6), 1104–1121. https://doi.org/10.1111/j.1460-2466.2011.01595.x
Harz, Nathalie, Hohenberg, Sebastian, & Homburg, Christian. (2022). Virtual Reality in New Product Development: Insights from Prelaunch Sales Forecasting for Durables. Journal of Marketing, 86(3), 157–179. https://doi.org/10.1177/00222429211014902
Homburg, C., & Giering, A. (2001). Personal characteristics as moderators of the relationship between customer satisfaction and loyalty—an empirical analysis. Psychology & Marketing, 18(1), 43–66. https://doi.org/https://doi.org/10.1002/1520-6793(200101)18:1<43::AID-MAR3>3.0.CO;2-I
Horton, D., & Richard Wohl, R. (1956). Mass Communication and Para-Social Interaction. Psychiatry, 19(3), 215–229. https://doi.org/10.1080/00332747.1956.11023049
Huang, Chiao Ling, Luo, Yi Fang, Yang, Shu Ching, Lu, Chia Mei, & Chen, An-Sing. (2020). Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment. Journal of Educational Computing Research, 58(3), 596–615. https://doi.org/10.1177/0735633119867422
Huang, H.-C., Huang, L.-S., Chou, Y.-J., & Teng, C.-I. (2017). Influence of temperament and character on online gamer loyalty: Perspectives from personality and flow theories. Computers in Human Behavior, 70, 398–406. https://doi.org/10.1016/j.chb.2017.01.009
Hussain, A. (2025, April 26). How the video game industry is changing. Investopedia. Retrieved March 3, 2026, from https://www.investopedia.com/articles/investing/053115/how-video-game-industry-changing.asp
Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? an examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001
Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies, 66(9), 641–661. https://doi.org/https://doi.org/10.1016/j.ijhcs.2008.04.004
Kotler, P., Keller, K. L., & Chernev, A. (2021). Marketing Management, Global Edition. Pearson Deutschland.
Liebers, N., & Straub, R. (2020). Fantastic relationships and where to find them: Fantasy and its impact on romantic parasocial phenomena with media characters. Poetics, 83, 101481. https://doi.org/10.1016/j.poetic.2020.101481
Lombard, M., & Ditton, T. (1997). At the Heart of It All: The Concept of Presence. Journal of Computer-Mediated Communication, 3(2), JCMC321. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
Ma, Y., & He, W. (2024). “Coolness” and “joy” in games: factors influencing mobile game players’ willingness to make in-game purchases. Asia Pacific Journal of Marketing and Logistics, 37(2), 331–348. https://doi.org/10.1108/APJML-04-2024-0539
Milman, D., & Mills, D. (2023). The relationship between parasocial friendship quality with non-playable video game characters, gaming motivations, and obsessive vs harmonious passion. Telematics and Informatics Reports, 10, 100057. https://doi.org/https://doi.org/10.1016/j.teler.2023.100057
Molinillo, S., Japutra, A., & Liébana-Cabanillas, F. (2020). Impact of perceived value on casual mobile game loyalty: The moderating effect of intensity of playing. Journal of Consumer Behaviour, 19(5), 493–504. https://doi.org/https://doi.org/10.1002/cb.1831
Nah, F. F.-H., Eschenbrenner, B., & DeWester, D. (2011). Enhancing Brand Equity Through Flow and Telepresence: A Comparison of 2D and 3D Virtual Worlds. MIS Quarterly, 35(3), 731–747. https://doi.org/10.2307/23042806
Nah, K., Oh, S., Han, B., Kim, H., & Lee, A. (2022). A study on the user experience to improve immersion as a digital human in lifestyle content. Applied Sciences, 12(23), 12467.
Nguyen, T., Chen, J. V., & Wonodihardjo, J. (2025). Two faces of freemium strategy in social games: The interplay between perceived enjoyment, envy, and in-app purchase intention. Information & Management, 62(7), 104184. https://doi.org/https://doi.org/10.1016/j.im.2025.104184
Perse, E. M., & Rubin, R. B. (1989). Attribution in social and parasocial relationships. Communication Research, 16(1), 59–77.
Pham, T. T. L., Huang, H.-C., Tseng, F.-C., Cheng, T. C. E., & Teng, C.-I. (2021). For whom does flow not enhance online gamer loyalty? Industrial Management & Data Systems, 122(1), 215–234. https://doi.org/10.1108/IMDS-05-2021-0338
Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The development and validation of the game user experience satisfaction scale (guess). Human Factors: The Journal of the Human Factors and Ergonomics Society, 58(8), 1217–1247. https://doi.org/10.1177/0018720816669646
Sharma, S., Singh, G., & Sharma, R. (2021). For it is in giving that we receive: Investigating gamers’ gifting behaviour in online games. International Journal of Information Management, 60. https://doi.org/10.1016/j.ijinfomgt.2021.102363
Shibuya, A., Teramoto, M., & Shoun, A. (2016). In-Game Purchases and Event Features of Mobile Social Games in Japan. In S. A. Lee & A. Pulos (Eds.), Transnational Contexts of Development History, Sociality, and Society of Play: Video Games in East Asia (pp. 95–122). Springer International Publishing. https://doi.org/10.1007/978-3-319-43820-7_4
Slater, M. D., Ewoldsen, D. R., & Woods, K. W. (2018). Extending Conceptualization and Measurement of Narrative Engagement After-the-Fact: Parasocial Relationship and Retrospective Imaginative Involvement. Media Psychology, 21(3), 329–351. https://doi.org/10.1080/15213269.2017.1328313
Song, W., & Fox, J. (2016). Playing for Love in a Romantic Video Game: Avatar Identification, Parasocial Relationships, and Chinese Women’s Romantic Beliefs. Mass Communication and Society, 19(2), 197–215. https://doi.org/10.1080/15205436.2015.1077972
Stever, G. S. (2017). Parasocial theory: Concepts and measures. The International Encyclopedia of Media Effects, 1–12.
Teng, C.-I. (2018). Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values. Decision Support Systems, 114, 49–60. https://doi.org/10.1016/j.dss.2018.08.007
Hsiao, K.-L., & Chen, C.-C. (2016). What drives in-app purchase intention for mobile games? an examination of perceived values and loyalty. Electronic Commerce Research and Applications, 16, 18–29. https://doi.org/10.1016/j.elerap.2016.01.001