Virtual parenting games may boost desire for real children, study finds

Declining birth rates present a demographic challenge for nations across the globe, particularly in East Asia. A new study published in Frontiers in Psychology suggests that playing life simulation video games may influence a player’s desire to have children in the real world. The research indicates that the emotional bonds formed with virtual characters can serve as a psychological pathway to shaping reproductive attitudes.

Societies such as China are currently experiencing a transition marked by persistently low fertility rates. Young adults aged 18 to 35 often report a reluctance to marry and bear children. This hesitation is frequently attributed to high economic costs associated with housing and education. It is also linked to a phenomenon researchers call “risk consciousness.” This mindset involves anxiety regarding the potential loss of personal freedom and the financial burdens of parenthood.

In this environment, digital entertainment has become a primary venue for social interaction and relaxation. Some scholars have argued that online activities might replace real-world relationships. This substitution could theoretically weaken the motivation to start a family. However, other researchers contend that specific types of games might offer a different outcome.

The researchers leading this study are Yuan Qi of Anhui Normal University and Gao Jie of Nanjing University. They collaborated with colleagues to investigate the psychological impact of life simulation games. They focused specifically on a popular game titled Chinese Parents. This game allows players to simulate the experience of raising a child from birth to adulthood. It incorporates culturally specific elements such as academic pressure and intergenerational expectations.

The team sought to understand if the virtual experience of raising a digital child could translate into a real-world desire for parenthood. To do this, they relied on two primary psychological concepts. The first is attachment theory, which typically describes the bonds between humans. The second is the concept of parasocial relationships.

Parasocial relationships refer to one-sided psychological connections that media users form with characters. While the user knows the character is fictional, the feelings of friendship, empathy, or affection feel real. The researchers hypothesized that these virtual bonds might act as a buffer against real-world anxieties. They proposed an “Emotional Compensation Hypothesis.” This hypothesis suggests that the safety of a virtual environment allows young people to experience the emotional rewards of parenting without the immediate financial or social risks.

To test their model, the researchers conducted a survey of 612 gamers who played Chinese Parents. The participants ranged in age from 18 to 35 years old. This age bracket represents the primary demographic for marriage and childbearing decisions. The group was recruited from online gaming communities and university campuses in China.

The survey utilized a statistical approach known as Partial Least Squares Structural Equation Modeling. This method allows scientists to identify complex relationships between different variables. The researchers measured several specific psychological factors.

The first factor was game concentration. This refers to the depth of immersion a player feels. It is a state of flow where the player becomes absorbed in the virtual world. The second factor was identification friendship. This measures the degree to which a player views the virtual character as a friend or an extension of themselves.

The researchers then looked at parasocial relationships, which they divided into two distinct categories. The first category is parasocial cognition. This involves thinking about the character’s motivations and understanding their perspective intellectually. The second category is parasocial emotions. This involves feeling empathy, warmth, and affection toward the character. Finally, the researchers measured fertility desire, which is the self-reported intention to have children in the real world.

The analysis revealed a specific psychological pathway. The researchers found that game concentration did not directly change a player’s desire to have children. Simply being immersed in the game was not enough to alter real-world life planning.

Instead, the results showed that immersion acted as a catalyst for other feelings. High levels of concentration led players to develop a sense of identification friendship with their virtual characters. Players began to see these digital figures as distinct social entities worthy of care.

This sense of friendship then triggered the critical component of the model: parasocial emotions. Players reported feeling genuine empathy and support for their virtual children. The data showed that these emotional connections were the bridge to real-world attitudes. When players formed strong emotional attachments to their in-game characters, they reported a higher desire to have children in real life.

The researchers found that the emotional pathway was the only successful route to influencing fertility desire. The study examined a cognitive pathway, where players intellectually analyzed the character’s situation. The results for this path were not statistically significant regarding the final outcome. Understanding the logic of the character did not correlate with a desire for parenthood. Only the emotional experience of caring for the character had an association with real-world reproductive goals.

The findings support the researchers’ “Emotional Compensation Hypothesis.” In a high-pressure society, simulation games provide a low-stakes environment. Players can satisfy their innate need for caregiving and intimacy through the game. Rather than replacing the desire for real children, this virtual fulfillment appears to keep the positive idea of parenthood alive. The game functions as a “secure base.” It allows individuals to practice the emotions of parenting without the fear of real-world consequences.

There are several limitations to this study that contextualize the findings. The research used a cross-sectional design. This means the data represents a snapshot in time. It shows a correlation between playing the game and wanting children, but it cannot definitively prove that playing the game caused the desire. It is possible that people who already want children are more likely to play parenting simulation games.

The data relied on self-reported questionnaires. This method depends on the honesty and self-awareness of the participants. Additionally, the study focused on a specific game within a specific cultural context. Chinese Parents is deeply rooted in Chinese social norms. The results might not apply to gamers in other countries or players of different genres of simulation games.

The researchers suggest that future studies should employ longitudinal designs. Tracking players over a long period would help determine if these virtual desires translate into actual decisions to have children years later. They also recommend expanding the research to include different cultural backgrounds.

Future investigations could also explore the potential of using such games as psychological tools. If these simulations can provide a safe space for emotional expression, they might help individuals with anxiety regarding family planning. The study opens a conversation about how digital experiences in the modern age intersect with fundamental biological and social motivations.

The study, “From virtual attachments to real-world fertility desires: emotional pathways in game character attachment and parasocial relationships,” was authored by Yuan Qi, Gao Jie, Du Yun, and Ding Yi Zhuo.

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