| With the advent of the Internet+ era and the implementation of national fitness plan in China,motion sensing games and fitness apps using Internet technology have become new forces to help national fitness.At the same time,under the impact of COVID-19,"Home" has become a more and more attention to the sports fitness scene.In February 2021,The 47 th Statistical Report on China’s Internet Development,which released by the CNNIC,shows that the fitness motion sensing game ―Ring Fit Adventure‖ has become very popular in meeting the demand for family fitness activities caused by COVID-19.In the meantime,the rapid growth in the number and spending of female gamers is changing the male-dominated gaming market.According to the "China Game Industry Report" released by the GPC in 2020,China’s female game players have exceeded 300 million in 2019,reaching 46.2% of the domestic players scale.The increasing proportion of female users and the difference between male and female users in emotional satisfaction in games make the traditional game types that simply meet the emotional needs of men unable to meet the market demand.Therefore,using flow experience theory and use and satisfaction theory,this paper studies the relationship between flow experience and emotional satisfaction of female players in motion sensing games by taking motion sensing games as the medium and female players in motion-sensing games as research objects,and puts forward the following question: Can female players obtain flow experience in motion sensing games? What kind of emotional satisfaction in motion sensing games? What is the relationship between flow experience and emotional satisfaction? And what kind of communication enlightenment does this emotional satisfaction demand have on motion sensing games developers?The paper is divided into five parts.The Introduction mainly includes the research background,research purpose,research significance,research review of motion sensing games,research methods,research ideas and other information.Chapter 2 Overview of Relevant Theories defines the concept of flow experience theory,use and satisfaction theory,and reviews the relevant literature at home and abroad to provide a theoretical basis for research design and empirical analysis.Chapter 3 is the Research Design,which focuses on the precursory stage,experience stage of the flow experience and emot ional satisfaction,proposes the research hypothesis and constructs the hypothesis model of flow experience and emotional satisfaction,and designs a questionnaire on the flow experience and emotional satisfaction of female players,and take emotional satisfaction as the main interview direction to design the outline of in-depth interview for the female players interviewed.Chapter 4 the Empirical Analysis and Research by using spss17.0 software for quantitative analysis of the questionnaire data,combined with in-depth interviews to supplement the analysis results and verify the research hypothesis.Finally,modify the influencing factor model of flow experience and emotional satisfaction.According to the analysis results,it is found that there is a significant correlation and influence between the flow experience and emotional satisfaction of female players in motion sensing games.Demographic variables and game use also have an impact on the flow experience of female players.Chapter 5 research conclusion deeply analyzes the text content of the in-depth interview.Combined with the research results in Chapter 4,it is found that female players’ multiple emotions meet their needs in the process of motion sensing games.Female players pay attention to clear goal setting and the storytelling of motion sensing games,and are keen on self-expression in motion sensing games.Finally,based on the multiple emotional satisfaction of female players in motion sensing games,it has spread enlightenment to motion sensing game developers,mainly to pay attention to the specific goals of female players in motion sensing games,develop the plot of motion sensing games,promote positive energy stories,and encourage female players to produce and create the peripheral content of motion sensing games.In addition,the paper puts forward the prospect of future research,in order to put forward some suggestions for the research of related flow experience and emotional satisfaction of female players in the future. |