Analysis of Player Attitudes and Behaviors towards Different Mobile Games based on Variance

Authors

  • Yueyi Zhang

DOI:

https://doi.org/10.54097/hset.v49i.8493

Keywords:

Mobile games; game players; game manufacturers.

Abstract

This article is based on a survey of farm games, MOBA arena games, women's games, asymmetric arena games, and open world games, all of which are mobile games. The data were collected through questionnaires. This paper analyzed player data for Obi Island, King of Glory, Shinning Nikki, Identity V, and Genshin Impact using analysis of Variance, One-way analysis of variance, and Pearson Analysis of Variance. The net result is a majority of women. The open-world game was the only one of the five where more than half of the players were male. Women's games require less time per day, but cost the most. Farming is a daily game that takes the most time but the least money. The conclusion of this article is that players can depend on the age of the player, the gender of the player, and the amount of time the player needs to spend per day. Players need to spend money these five aspects according to their own situation to choose suitable for their own games. Game developers can also adjust their publicity programs, plan programs, and improve their shortcomings according to the above factors.

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Published

21-05-2023

How to Cite

Zhang, Y. (2023). Analysis of Player Attitudes and Behaviors towards Different Mobile Games based on Variance. Highlights in Science, Engineering and Technology, 49, 136-141. https://doi.org/10.54097/hset.v49i.8493