本研究藉由文獻探討,了解乙女遊戲玩家的動機、乙女遊戲可能帶來的愉悅感、遊戲玩家的情感投入,以及乙女遊戲玩家的資訊與社交行為。根據以上理論,本研究製作問卷並張貼在社群網站上,以期了解乙女遊戲玩家的遊玩與資訊行為,並進一步分析不同人口變項的玩家是否會在遊玩行為的分布上有所差異,以及其分布是否與刻板印象中的乙女遊戲玩家有所差異。 問卷回收有效樣本為785份。研究結果首先介紹玩家的基本身分資料、使用載具和購買行為,再分析遊玩動機、愉悅感、情感投入和資訊與社交行為。研究結果發現,本研究的乙女遊戲玩家有近半具有感情經驗,最受歡迎的遊戲載具為手機或平板電腦,而在消費行為上並未十分狂熱。 在遊玩動機和愉悅感受上,乙女遊戲玩家遊玩乙女遊戲的主要動機和愉悅感來自於故事閱讀。花費更多、資歷更深的玩家遊玩動機更強。花費更多、有感情經驗的玩家在愉悅感程度上稍高。情感投入偏高的玩家比例不高。在資訊與社交行為上,本研究的乙女遊戲玩家以Twitter、Plurk和Facebook作為主要的資訊平台,且接觸資訊的頻率頻繁。花費較多、有感情經驗的玩家更熱衷於社群交流。 根據研究結果,本研究提出四點建議:(一)乙女遊戲玩家並不如刻板印象中的脫離現實,應破除相關刻板印象。(二)遊戲廠商應使遊戲更貼合女性玩家需求。(三)乙女遊戲廠商應注重在社群網站上的行銷與推廣。(四)遊戲也可做為圖書館館藏,且圖書館也能提供相關休閒資訊服務。
This study uses literature review to understand the motivation of otome game players, the possible pleasure brought by otome games, the engagement of game players, and the information and social behavior of otome game players. Based on the theories mentioned in literature review, this study developed a survey and posted it on social media in order to understand the gaming and information behaviors of otome game players, and further analyze whether the distribution of playing behaviors differs among players of different demographic characteristics, and whether their behaviors differs from the stereotypical otome game player behaviors. 785 valid samples were collected. The results of the study first introduced players’ demographic data, gaming machine, and purchasing behaviors, and then analyzed the gaming motivation, pleasure feeling, engagement, and information and social behaviors. The study found that nearly half of the otome gamers in this study had experience in relationship. Most popular game machines among the players were mobile phones or tablets. Players were not very enthusiastic about consumption. The main source of gaming motivation and pleasure feeling for the gamers in this study are story reading. Players who spend more money and have more experience in relationship have a stronger motivation to play. Players who spend more money and have more experience in relationship have a slightly higher level of pleasure feeling. The proportion of players with deep engagement is not large. In terms of information and social behavior, the otome game players in this study used Twitter, Plurk and Facebook as their main social media. They maintain contact with information frequently. Players who spend more money and have experience in relationships are more interested in community communication. According to the research results, this study proposed four recommendations: (1) Otome game players are not as detached from reality as stereotyped, and the stereotypes should be dispelled. (2) Game manufacturers should make the games more suitable for the needs of female players. (3) Otome game manufacturers should pay attention to marketing and promotion on social media. (4) Games can also be part of library collections, and library can also provide game-related leisure information services.