1. The frequency of female players' game use is positively related to the degree of quasi-social relationship with virtual male characters in the game.
2. There is a positive correlation between the frequency of female players' game use and their recognition of their roles in the game. Game role identification is different from traditional media role identification, and it is a real process of "sharing emotions" and "forgetting myself" between the audience and the role.
3. There is also a positive correlation between female players' recognition of their roles in the game and their quasi-social relationship with virtual male characters in the game.
4. The deeper the quasi-social relationship between female players and the virtual male characters in the game, the more they will believe in the idealized love relationship.