"Nakanohito Does Not Exist!": Hyperpersonal Interaction and Image Construction in Virtual Streamer Culture
Abstract
Virtual streamers, as an emerging form of computer-mediated communication, exhibit unique communicative characteristics in their image construction mechanisms. This study applies hyperpersonal interaction theory and employs literature review and case analysis methods to construct a three-level analytical framework for virtual streamer image construction. The research findings reveal three distinct levels: At the first level of real body construction, "nakanohito" (the person inside) achieves selective transmission of bodily information through motion capture and other technologies, forming a "one-to-one" relational model distinct from voice actor logic. At the second level of virtual image construction, principles of body phenomenology are applied to transform real bodies into symbolic digital bodies, transmitting idealized information to audiences through carefully designed visual symbols. At the third level of media persona construction, two appreciation modes emerge: "media persona as real body" and "media persona as virtual image." The research conclusions indicate that virtual streamer image construction is a dynamic process involving multiple participants, where audience feedback plays a crucial role in hyperpersonal interaction, driving continuous optimization and evolution of the image. This study provides a theoretical framework for understanding media persona construction in the digital age and holds significant value for research on communication mechanisms of virtual media forms.
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