Intimacy In Interactions Between Anime Lovers And Character Artificial Intelligence (C.Ai) Applications
Keywords:
: Intimacy, anime lovers, artificial intelligence, virtual interactions, emotional attachmentAbstract
This study examines intimacy in the interactions between anime fans (Anime Lovers) and fictional characters through the Character Artificial Intelligence (C.AI) apllication. Using a qualitative descriptive approach and virtual ethnography, the research ain to understand how users build emotional closeness and communicate with AI characters. Data were collected through observation and in-depth interviews. The results show that the C.AI application serves not only as entertainment but also as a learning space and a platform for users to freely express themselves due to anonymity. Interactions with AI characters creates strong emotional attachments despite the characters limited and less realistic responses. This study highlight the impotance of real human interaction as a complement to social and emotional needs, while also emphasizing the role of AI technology in providing a space for self-disclosure in the digital era. The research offers new insights into the relationship between human and AI technology in the context of entertainment and emotional support.
References
Al-Shafei, M. (2024). Navigating Human-Chatbot Interactions: An Investigation into Factors Influencing User Satisfaction and Engagement. International Journal of Human–Computer Interaction, 1–18. https://doi.org/10.1080/10447318.2023.2301252
Ardhiani, N. R. (2023). Strategi Pengembangan Perilaku Prososial Anak dalam Menunjang Aspek Sosial Emosional. 4(1), 540–550. https://doi.org/10.37985/murhum.v4i1.263
Ardiansyah, Risnita, & Jailani, M. S. (2023). Teknik Pengumpulan Data Dan Instrumen Penelitian Ilmiah Pendidikan Pada Pendekatan Kualitatif dan Kuantitatif. Jurnal IHSAN : Jurnal Pendidikan Islam, 1(2), 1–9. https://doi.org/10.61104/ihsan.v1i2.57
Ayu, R. (2021). Self Disclosure Melalui Fitur Instagram Stories (Studi pada Mahasiswa KPI UIN Jakarta).
Belani, S. (2023). Artificial Intelgence Sebuah Inovasi Baru Menjual Produk (Membandingkan Keunggulan FB, WA, Instagram, Telegram dan Youtube). Lentera: Multidisciplinary Studies, 1(2), 111–118. https://doi.org/10.57096/lentera.v1i2.28
Cox, S. R., & Berkel, N. Van. (2025). The Impact of a Chatbot ’ s Ephemerality-Framing on Self-Disclosure Perceptions. In Proceedings of the 7th ACM Conference on Conversational User Interfaces (CUI ’25), July 8â•fi10, 2025, Waterloo, ON, Canada (Vol. 1, Issue 1). arXiv. https://doi.org/10.1145/3719160.3736617
Diah Ayu Lestanti, & Rina Sari Kusuma. (2023). Menulis Fanfiction di Wattpad sebagai Produktivitas Fandom. Jurnal Audiens, 4(1), 35–49. https://doi.org/10.18196/jas.v4i1.4
Hanyfah, S., Fernandes, G. R., & Budiarso, I. (2022). Penerapan Metode Kualitatif Deskriptif Untuk Aplikasi Pengolahan Data Pelanggan Pada Car Wash. Semnas Ristek (Seminar Nasional Riset Dan Inovasi Teknologi), 6(1). https://doi.org/10.30998/semnasristek.v6i1.5697
Harahap, H., Siregar, T., Sinaga, S., Siregar, N., Sahara, E., & Mahyuti, M. (2024). Dampak Artificial Intelligence terhadap Perubahan Perilaku Komunikasi bagi Manusia. Journal of Visions and Ideas, 4.
Kristya Gracia Mayshela, & Sarwono Robertus Budi. (2024). Hiperealitas Dalam Interaksi Parasosial Pada Mahasiswa Penggemar K-Pop Di Yogyakarta (Studi Fenomenologi) . Triwikrama: Jurnal Multidisiplin Ilmu Sosial , 3.
Meilin, W. (2018). Intimacy Pada Pasangan Virtual Display of Affection (VDA) Dewasa Awal. Psikologi Pengembangan.
Narasrey Merinda, Zainal Abidin, & Maulana Rifai. (2024). Identitas Budaya pada Pemain Game Online ”Sky Children of the Light”: Pendekatan Etnografi Virtual. Da’watuna: Journal of Communication and Islamic Broadcasting, 4(2), 920–927. https://doi.org/10.47467/dawatuna.v4i2.1573
Norsely, F., Arviani, H., & Achmad, Z. A. (2023). Pengalaman Interaksi Pengguna Remaja Curhat dengan ChatGPT. Komunikologi: Jurnal Pengembangan Ilmu Komunikasi Dan Sosial, 7(2), 120. https://doi.org/10.30829/komunikologi.v7i2.16653
Nugroho, P., & Hendrastomo, G. (2017). ANIME SEBAGAI BUDAYA POPULER (STUDI PADA KOMUNITAS ANIME DI YOGYAKARTA). Jurnal Pendidikan Sosiologi.
Puspita, A. L., & Dewi, T. K. (2025). Studi Fenomenologi Gambaran Proses Intimasi pada Individu Dewasa Awal dengan Maladaptive Daydreaming. Departemen Psikologi Klinis & Kesehatan Mental.
Ritter, C. S. (2021). Rethinking digital ethnography: A qualitative approach to understanding interfaces. https://doi.org/10.1177/14687941211000540
Rosaliza, M., Asriwandari, H., & Indrawati. (2023). Field Work: Etnografi dan Etnografi Digital. Jurnal Ilmu Budaya, 20(1), 74–103.
Saputra, R., Mahaputra, R., Saputra, F., & Mahaputra, R. (2023). Analisis Penerapan Artificial Intelligence terhadap Produktivitas Perusahaan Media Informasi. Jurnal Pendidikan Siber Nusantara, 1(2).
Toi, Y. (2020). Kepopuleran dan Penerimaan Anime Jepang Di Indonesia. Ayumi : Jurnal Budaya, Bahasa Dan Sastra, 7(1). https://doi.org/10.25139/ayumi.v7i1.2808
Utami, N., & Kusuma, R. (2024). KEDEKATAN EMOSIONAL DALAM HUBUNGAN PARASOSIAL ARMY TERHADAP BTS DI WEVERSE.
Vilien, L. M. (2021). Studi fenomenologi: Perilaku Self Disclosure Pada Mahasiswa Pengguna Media Sosial Twitter di Tengah Pandemi Covid-19. Psikologi.
Zahrani, A., & Haqqu, R. (2024). Aspek Relasional dalam Proses Komunikasi Manusia dengan Mesin (ChatGPT). KOMVERSAL, 6(2), 324–338. https://doi.org/10.38204/komversal.v6i2.2056
Ibnuh Sulaiman (2022). Perbedaan Mendasar antara Wibu dan Anime Lovers. Diakses pada 17 Oktober 2024.
https://yoursay.suara.com/hobi/2022/06/01/094650/perbedaan-mendasar-antara-wibu-dan-anime-lovers
Ikhsan A.D. (2023). Main Hati dengan C.AI Bot Untuk Mengisi Kekosongan mu. Diakses pada 17 Mei 2024.
https://www.merahputih.com/post/read/main-hati-dnegan-c-ai-bot-untuk-mengisi-kekosonganmu
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 INTERNATIONAL CONFERENCE OF HUMANITIES AND SOCIAL SCIENCE (ICHSS)

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.












