Study on the Development Path of Chinese Otome Games
- DOI
- 10.2991/978-94-6463-734-2_65How to use a DOI?
- Keywords
- Otome Games; Game Mechanics; Game Merchandise; Marketing Communication
- Abstract
With the improvement of Chinese female purchasing power and status, otome games, as a genre that presents contemporary female intimate relationships, are occupying an increasingly large share of the gaming market. This paper studies the development path of otome games by analyzing three aspects: the operational models of the games, the sales and development of IP derivatives, and official marketing strategies. Small gift packs and limited-time card draw events promote in-game purchases. In the sale of IP derivatives, the official utilizes players’ emotional needs and vanity by categorizing players based on their spending levels, thereby boosting the sales of merchandise and creating a “guzi” economy. They expand brand awareness and increase user engagement by leveraging online community marketing and establishing specific emotional contexts offline. Chinese otome games have emerged as a new consumption form within subculture.
- Copyright
- © 2025 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 - Yunxiao Fan PY - 2025 DA - 2025/05/27 TI - Study on the Development Path of Chinese Otome Games BT - Proceedings of the 2025 10th International Conference on Social Sciences and Economic Development (ICSSED 2025) PB - Atlantis Press SP - 592 EP - 600 SN - 2352-5428 UR - https://doi.org/10.2991/978-94-6463-734-2_65 DO - 10.2991/978-94-6463-734-2_65 ID - Fan2025 ER -