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.

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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
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article

Analyzing Female-Oriented Games From the Perspective of Uses and Gratifications Theory—A Case Study of Love and Deep Space

S. Y. Fu
1 citations
Journalism and mass communication
Digital Games and Media
4.20
article

Analyzing Female-Oriented Games From the Perspective of Uses and Gratifications Theory—A Case Study of Love and Deep Space

S. Y. Fu
article en
1 citations

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.

Journalism and mass communicationVol. 15(2)
University of Shanghai for Science and Technology (CN)
Gender equality
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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