Analysis of the Marketing Strategy of Chinese Otome Game Industry - Taking Love and Deep Space as an Example

The "She Economy" refers to a rapidly growing market driven by an increasing number of women entering the workforce, achieving economic independence, and rising in both social status and consumption ability, This shift has drawn significant attention from major brands and industries, prompt them to invest and cultivate the female economy by developing products and services tailored to womens needs. With this context, this study examines how social factors influence the marketing strategies of the Chinese otome game industry. Using literature review and focusing on the game "Love and Deep Space" as an example, the research integrates the principles of quasi-social interaction to conduct a specific analysis of marketing strategies. The conclusion shows that "Love and Deep Space", as the first company to blend 3D and ethereal games elements, effectively meets women's emotional needs through its gameplay, media marketing, and brand collaboration, while also embodying values of equality and respect.

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Publication Details

Journal
Advances in Economics Management and Political Sciences
Published
2024-12-19
DOI
https://doi.org/10.54254/2754-1169/2024.18386
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Analysis of the Marketing Strategy of Chinese Otome Game Industry - Taking Love and Deep Space as an Example

Shuyi He
Advances in Economics Management and Political Sciences
Digital Games and Media
article

Analysis of the Marketing Strategy of Chinese Otome Game Industry - Taking Love and Deep Space as an Example

Shuyi He
article en

Abstract

The "She Economy" refers to a rapidly growing market driven by an increasing number of women entering the workforce, achieving economic independence, and rising in both social status and consumption ability, This shift has drawn significant attention from major brands and industries, prompt them to invest and cultivate the female economy by developing products and services tailored to womens needs. With this context, this study examines how social factors influence the marketing strategies of the Chinese otome game industry. Using literature review and focusing on the game "Love and Deep Space" as an example, the research integrates the principles of quasi-social interaction to conduct a specific analysis of marketing strategies. The conclusion shows that "Love and Deep Space", as the first company to blend 3D and ethereal games elements, effectively meets women's emotional needs through its gameplay, media marketing, and brand collaboration, while also embodying values of equality and respect.

Advances in Economics Management and Political SciencesVol. 129(1)
Macau University of Science and Technology (MO)
Gender equality
Openalex Percentile: Top 62%
Digital Games and Media
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