Nowadays game industry of our country is developing rapidly, the development speed of mobile games is faster than that of other platforms. With a large number of the female-oriented mobile games entering the mobile game market, there are many problems in the positioning and development of the female-oriented mobile games to be solved. The research object of this paper is female mobile game players. Emphasis is laid on the discussion of the driving factors affecting female players' choice of mobile games and consumption decisions. Then finding out the marketing and development strategies suitable for female players. Firstly, the paper combs the development process of female oriented mobile games vertically from time and countries. Then combs the main types of female-oriented mobile games horizontally and analyze the current research status and marketing situation of female-oriented mobile games at home and abroad.
I use quantitative and qualitative research methods in this paper. Through read a large amount of literature, combined with the current situation at home and abroad. Begin from the theoretical model of customer perceived value, the research model and related concepts are elaborated. With the help of the game economy theory and the four-dimensional incentive mechanism model proposed by Kumar, Herger and Nick Yee, focusing on the needs of users (players), the questionnaire was designed with keywords obtained from in-depth interviews, and hypotheses were put forward. Suppose that the consumer perceived value of mobile game players includes four dimensions: self-fulfillment value, hedonic value, social value and loss value, and the four dimensions have a positive impact on the players. Establish a research model suitable for this research object, distribute and recover questionnaires, verify the reliability and validity of the questionnaires, and obtain regression equation which after factor analysis to test the hypothesis.
Based on the above research results, analysis the driving factors of users(players)-decision-making. It is verified that the consumer perceived value of mobile game players includes four dimensions: self-actualization value, hedonic value, social value and loss value. The four dimensions have a positive impact on the players. Among them, customer perceived value of loss has the greatest impact on the hand-swimming experience of young consumers. This has certain reference significance for developers and marketers in the production and promotion of games.