The smart phone and Tablet PC are increasingly popular nowadays, greatly enhancing the rapid development of APP software. As a result, the applications of the former APP software are not only business utilities or conducting delivery of information, but also merged into the public's daily life. Therefore, to download APP games for playing using smart phone has become a part of the daily recreations for numerous people. However, in the business model of mobile games, most of ways to attract players are free plays, and then stimulating the desires of the players through introduction of all kinds of treasures, fashions in virtual reality, especially using the so-called Gacha (Gashapon machines) mechanism to obtain more profits. They have been more and more prevalent due to its circulation mechanism, and even many people can spend hundreds of thousands Japanese yens to extract Gache in Japan, which causing the highly pay attention by government agencies and taking actions of legislative restrictions. In Taiwan, a lot of people spent tens of thousands NT dollars for one specified Gache. Therefore, this study explores the mobile phone games how to attract players to spend money to extract using the exportor's questionnaires and analytic hierarchical process (AHP). Moreover, in this study, we present two evaluation charts for Gache selection. We hope that players can use those charts to evaluate the Gacha they would like to extract and cut down valueless Gacha to prevent consumption traps.