Research on the Marketing Strategy of Otome Games Based on China
- DOI
- 10.2991/978-2-38476-585-0_23How to use a DOI?
- Keywords
- Marketing strategy; Otome game; Emotional value
- Abstract
In recent years, China’s female-oriented game market has experienced explosive growth, particularly in the otome game. However, traditional games often fail female players due to gender stereotypes and a lack of emotional depth, while even popular otome games face challenges like repetitive gameplay and predictable characters. This study examines the marketing strategies crucial for attracting this growing demographic within the Chinese otome game market. Combining case study analysis of the successful game Love and Deepspace with core theories, the study analyzes effective marketing practices. The findings show that an authentic emotional connection through deep character development is crucial, the user-generated contents act as powerful organic promotion, and the immersive technology must serve the narrative and companionship experience. The study concludes that sustainable success in the Chinese otome game market requires a player-centered approach. Marketers should prioritize genuine emotional value, utilize community cocreation, develop narrative-aligned crossovers, ensure high-quality merchandise, and foster participatory communities, moving beyond stereotypes and superficial tactics to build meaningful virtual bonds.
- Copyright
- © 2026 The Author(s)
- Open Access
- Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
Cite this article
TY - CONF AU - Yiran Zhang PY - 2026 DA - 2026/06/18 TI - Research on the Marketing Strategy of Otome Games Based on China BT - Proceedings of the 2025 International Conference on Hybrid Commerce, Human Capital, and Economic Dynamics (ICHCH 2025) PB - Atlantis Press SP - 193 EP - 202 SN - 2352-5428 UR - https://doi.org/10.2991/978-2-38476-585-0_23 DO - 10.2991/978-2-38476-585-0_23 ID - Zhang2026 ER -