Analyzing Female-Oriented Games From the Perspective of Uses and Gratifications Theory—A Case Study of Love and Deep Space
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.
Authors
- S. Y. Fu (ORCID: https://orcid.org/0000-0002-3858-1555)
Institutions
- University of Shanghai for Science and Technology (CN)
Publication Details
- Journal
- Journalism and mass communication
- Published
- 2025-04-25
- DOI
- https://doi.org/10.17265/2160-6579/2025.02.006
- Citations
- 1
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 4.20