Investigating Marketing Strategies and Consumer Behavior of Chinese Otome Games: A Case Study of Game “Love and Deep Space”

Authors

  • Yichen Wang

DOI:

https://doi.org/10.61173/pesm8m73

Keywords:

Otome game, The female market, Love and Deepspace, Marketing Strategy, Consumer Behavior

Abstract

This study investigates the marketing strategies and consumer behavior associated with Chinese otome games, using “Love and Deep Space” as a case study. Otome games, a genre predominantly targeting female players, have gained significant traction in the Chinese gaming market. This research explores how these games are marketed and how consumer behavior influences their success. Through a mixed-method approach, including market analysis, consumer surveys, the study examines promotional tactics, platform usage, and consumer preferences. Key findings highlight the effectiveness of targeted digital marketing, the role of social media influencers, and the impact of localized content on player engagement. The results provide insights into how otome games can leverage marketing strategies to enhance their appeal in the competitive Chinese market and offer recommendations for developers aiming to optimize their marketing efforts and understand consumer preferences in this niche segment.For example, the popularity of games such as Love & Producer not only shows the commercial potential of B-girl games, but also highlights the specific needs of female gamers for game content and experiences. Therefore, game developers need to have a deep understanding of these requirements and incorporate them into game design and marketing strategies in order to gain a competitive advantage in this growing market.

References

reach potential users on different platforms and expand its China) 42 06 (2020): 141-146 market influence. And “Love and Deepspace” focuses on [2] An analysis of Anxin Securities’ AI+gaming sector establishing and maintaining an active player community, [3] China Economic News Network (August 8, 2024). “Love and promoting interaction and communication among players Deep Space” collaborates with Jingxi Hydrangea to showcase through online forums, social media groups, and in-game the beauty of China’s intangible cultural heritage to players activities. This kind of community building not only en- worldwide https://www.cet.com.cn/wzsy/cyzx/10089970.shtml hances players’ sense of belonging, but also improves the [4] Yang Miao and Qiao Wei Ruohan Research on the Influence reputation and loyalty of the game. of Brand Co branded Product Attributes on Consumer Purchase This study mainly takes “Love and Deepspace” as an ex- Intention: Based on the Perspective of Consumer Perceived

ample to explore the marketing strategies and consumer Value. “Technology and Economics 42.05 (2023): 201-212. Dai behavior of otome games in China. However, due to the Xiaotong limited sample size, it may not fully represent the entire [5] Research on the Development Strategy of Domestic otome game market. Although “Love and Deepspace” has Women’s Mobile Games under Homogenization Competition,

certain representativeness in marketing and user behavior, News Research Guide, 2023, 14 (19): 250-252 DOI:10.3969/ other otome games such as “Light and Night” also need to j.issn.1674-8883.2023.19.079.

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Published

2024-10-29