Research Article
Open access
Published on 29 November 2024
Download pdf
Zheng,L. (2024).A Study on Targeted Advertising Strategies for Virtual Goods on Social Media: Exploring Ways to Increase Consumers' Willingness to Purchase in Games.Communications in Humanities Research,63,48-55.
Export citation

A Study on Targeted Advertising Strategies for Virtual Goods on Social Media: Exploring Ways to Increase Consumers' Willingness to Purchase in Games

Lize Zheng *,1,
  • 1 Beijing Forest University

* Author to whom correspondence should be addressed.

https://doi.org/10.54254/2753-7064/63/20242597

Abstract

Social media platforms have become key channels for promoting game products and selling virtual goods, but how to develop effective advertising strategies, achieve precise targeting, and enhance users' purchase intent in the face of massive information and fierce market competition is a problem faced by both game developers and social media platforms. This study explores the advertising marketing strategies for game products' virtual goods on social media platforms, particularly by comparing the effects of official and unofficial promotional videos and constructing user profiles for precise targeting. It provides practical guidance and theoretical support for optimizing advertising effects for game developers and social media platforms. This study employs a combination of qualitative and quantitative research methods, by capturing comment data from new game promotion on Bilibili for word frequency analysis and sentiment analysis to reveal the differences in user feedback between official and unofficial videos. Additionally, a questionnaire survey was designed and distributed to collect users' opinions on different types of promotional videos, further verifying the existence of user preferences, and statistical software such as SPSS was used for data analysis. The study found that official videos often receive more negative feedback from users, while unofficial videos are more likely to receive positive discussion from users; users have a higher willingness to watch official collaborative blogger promotional videos but have a lower willingness to watch official videos; official videos have a greater negative impact on users' consumption intent, while unofficial videos are more likely to have a positive impact.

Keywords

Social media, virtual goods, advertising, games.

[1]. Wang, L., & Zhang, J. (2023). The Role of Social Media Influencers in Promoting Virtual Goods in Gaming Industry. Journal of Digital Marketing, 15(2), 34-47.

[2]. Smith, J., & Jones, K. (2018). Journal of Advertising Research, 58(3), 123-134.

[3]. Brown, L., Smith, A., & Johnson, P. (2020). Marketing Science, 39(2), 256-274.

[4]. Liu, X., & Chen, H. (2022). A Comparative Study on the Effectiveness of Official vs. Non-Official Promotional Videos in Gaming Virtual Goods Marketing. Digital Business Review, 13(4), 78-92.

[5]. Zhang, M., & Wang, Y. (2023). User Profile Construction and Precision Marketing of Virtual Goods in Gaming Industry Based on Social Media Data. International Journal of Electronic Commerce, 18(1), 56-73.

Cite this article

Zheng,L. (2024).A Study on Targeted Advertising Strategies for Virtual Goods on Social Media: Exploring Ways to Increase Consumers' Willingness to Purchase in Games.Communications in Humanities Research,63,48-55.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

Disclaimer/Publisher's Note

The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of EWA Publishing and/or the editor(s). EWA Publishing and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content

About volume

Volume title: Proceedings of 3rd International Conference on Interdisciplinary Humanities and Communication Studies

Conference website: https://2024.icihcs.org/
ISBN:978-1-83558-753-9(Print) / 978-1-83558-754-6(Online)
Conference date: 29 November 2024
Editor:Heidi Gregory-Mina
Series: Communications in Humanities Research
Volume number: Vol.63
ISSN:2753-7064(Print) / 2753-7072(Online)

© 2024 by the author(s). Licensee EWA Publishing, Oxford, UK. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. Authors who publish this series agree to the following terms:
1. Authors retain copyright and grant the series right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this series.
2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the series's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this series.
3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See Open access policy for details).