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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License
Article
Author(s)
Shuangkun Fu
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DOI:10.17265/2160-6579/2025.02.006
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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