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A Study On The Willingness Of Female Gamers To Participate In Games

Posted on:2022-10-29Degree:MasterType:Thesis
Country:ChinaCandidate:J M LiuFull Text:PDF
GTID:2557306497994759Subject:Communication
Abstract/Summary:PDF Full Text Request
According to the report,the number of female gamers in Asia has reached 500 million in 2019,with a growth rate of more than 18% in the past two years and is expected to grow at least 10% by 2020.This growth rate is about twice that of male gamers.As the number of female gamers continues to rise,nearly 80% of the users of female games launched by major companies in various genres and styles are female gamers.The author thinks that the factors that affect the willingness of female players to participate in B women’s games are mainly divided into several categories,whether there are reasons that have not been found in the existing research results,and how these factors affect the participation intention of the players and lead to the occurrence of the final participation behavior deserve analysis and research.In this study to b female game of female participants’ psychology and behavior,based on the game using the review and analysis of the difference between the sexes,on the basis of reference to the program behavior model,social cognitive theory,flow theory and the network game satisfaction research,try from the planned behavior theory model in the perspective of game behavior attitude and intention to in-depth b female game participants to experience the process factors of affect the game behavior.This study based on the b female games for mobile gaming research environment,about 17-33 b female game for female gamers satisfaction,subjective norms,players self-efficacy and the relationship between the game behavior intention is analyzed,further from female game participants flow experience,the quality two aspects to explore the effect of them on the game satisfaction,build b female games players participate factors of the conceptual model.The empirical results of this paper show that satisfaction is the most important factor affecting female players’ game participation intention,followed by subjective norms,and self-efficacy has no significant effect on game behavior intention.The most important factor affecting satisfaction is immersion,followed by quality of game design.The results of further investigation show that among the four sub-dimensions of game design quality,game character setting(male),game music dubbing,and game art visual have a significant positive impact on satisfaction,while game story has no significant impact on satisfaction.At the same time,the author thinks that the derivative behavior of the female players in the process of participating in the game is also worthy of attention and research.For example,female game players will be keen on the production of game role-related fan works and will cause the enthusiastic feedback of the "wife circle",will transfer their love for the virtual "paper people" to the real life,and form a set of star-chasing rice circle mode.This kind of behavior is not common in other types of games.The author explores and studies the reasons for these phenomena through preliminary observation and interviews.In addition to the sense of personal involvement and satisfaction in the game design,this paper also discusses how female players gain a sense of self-identity in the game and whether they will take the third dimension as an extension of the game world.
Keywords/Search Tags:Female gamers, Willingness to participate, Otome Game, Immersive Experience, Satisfaction
PDF Full Text Request
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