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Article
Affiliation(s)

University of Shanghai for Science and Technology, Shanghai, China

ABSTRACT

With the expansion of the female player base and the increase in their purchasing power, the female-oriented game market has gradually risen. This paper employs the Uses and Gratifications Theory as a framework, using the successful case of Love and Deep Space to explore how female players satisfy their specific social and psychological needs through gaming. The study finds that female-oriented games effectively meet the diverse needs of female players in terms of content design, interactive experiences, and community building, further promoting the prosperity and development of the female-oriented game market.

KEYWORDS

Uses and Gratifications Theory,female-oriented games,Love and Deep Space

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