Consumption Trend for Otome Games by Taiwan 20 to 30 Years Old Female Players

碩士 === 世新大學 === 數位多媒體設計學系 === 107 === With the advance of science and technology.Smartphone has become an indispensable part of life.This chapter is probe to otome games.This type of game character is very handsome and Romance in love story,but Playability is so low.Rich and interesting plot cont...

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Bibliographic Details
Main Authors: LIOU, MAN-RU, 劉嫚儒
Other Authors: CHENG, WU-YAO
Format: Others
Language:zh-TW
Published: 2019
Online Access:http://ndltd.ncl.edu.tw/handle/34bzgk
Description
Summary:碩士 === 世新大學 === 數位多媒體設計學系 === 107 === With the advance of science and technology.Smartphone has become an indispensable part of life.This chapter is probe to otome games.This type of game character is very handsome and Romance in love story,but Playability is so low.Rich and interesting plot content as a buying point, there is not much innovation in the design of the game function. If there is no consumer to continue to pay, it is often a trend that gradually declines after the trend.This study explores the consumption behavior of female mobile game players aged 20 to 30 Years in Taiwan.