The Influence of Otome Games on Psychological Factors That Affects Consumers’ Behavior in Games in China

Research Article
Open access

The Influence of Otome Games on Psychological Factors That Affects Consumers’ Behavior in Games in China

Xinyu Li 1*
  • 1 Shanghai Pinghe Bilingual School, Shanghai, 201206, China    
  • *corresponding author lixinyu2021@shphschool.com
LNEP Vol.6
ISSN (Print): 2753-7056
ISSN (Online): 2753-7048
ISBN (Print): 978-1-915371-37-9
ISBN (Online): 978-1-915371-38-6

Abstract

With the development of female game industry, there have been an abundance of story-based video games called Otome games focused at female consumers. In these games, female players can develop a close relationship with the main male characters. However, the price of both in-game materials and animation derivatives is high. In this paper, psychological factors that influence the Otome Games will be discussed. It is proved that the product attraction, the time they spend on game and their belief are positively related to their buying behaviors, while the quality of the plot and the advertisement won’t influence them. By reading this paper, consumers are able to get higher quality of shopping experience and producers will get to know consumers better.

Keywords:

Otome games, Psychological factors, Consumers’ behavior

Li,X. (2023). The Influence of Otome Games on Psychological Factors That Affects Consumers’ Behavior in Games in China. Lecture Notes in Education Psychology and Public Media,6,783-792.
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References

[1]. Wijman, Tom. “The Games Market and beyond in 2021: The Year in Numbers.” Newzoo, 22 Dec. 2021, newzoo.com/insights/articles/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming.

[2]. “Love and Producer" DAU over 4 million - 9 games.” Www.9game.cn, www.9game.cn/news/2113514.html. Accessed 4 Sept. 2022.

[3]. “Global gaming Market Size and distribution of consumers in 2021 - Tonghuashun.” T.10jqka.com.cn, t.10jqka.com.cn/pid_226331295.shtml. Accessed 4 Sept. 2022.

[4]. Solomon, Michael R., and Consumer Behavior. "Buying, having and being." London: Prenticle Hall (1994).

[5]. Khan Matin A. Consumer Behavior and Advertising Management. New Age International 2006. INSERT-MISSING-DATABASE-NAMEhttp://site.ebrary.com/id/10318696. Accessed 14 Sept. 2022.

[6]. Gajjar, Nilesh B. “Factors Affecting Consumer Behavior.” (2013).

[7]. Durmaz, Yakup. "The impact of psychological factors on consumer buying behavior and an empirical application in Turkey." (2014).

[8]. Jim, Connolly. “The Marketing Power of Perception.” Jim’s Marketing Blog, 22 Jan. 2010, jimsmarketingblog.com/2010/01/22/the-marketing-power-of-perception/.

[9]. Krishna, Aradhna. "An integrative review of sensory marketing: Engaging the senses to affect perception, judgment and behavior." Journal of consumer psychology 22.3 (2012): 332-351.

[10]. Sample, Kevin L., Henrik Hagtvedt, and S. Adam Brasel. "Components of visual perception in marketing contexts: A conceptual framework and review." Journal of the Academy of Marketing Science 48.3 (2020): 405-421.

[11]. Trehan, M., & Trehan, R. Advertising and Sales Management. V.K. India Enterprises, New Delhi. (2009)

[12]. Huitt, William. "Maslow's hierarchy of needs." Educational psychology interactive 23 (2007).

[13]. McLeod, Saul. "Maslow's hierarchy of needs." Simply psychology 1.1-18 (2007).

[14]. Yuxin, Wang.Research on the Consumption Behavior of Otome games.2019.Nanjing Normal University,MA thesis.

[15]. Sample, Kevin L., Henrik Hagtvedt, and S. Adam Brasel. "Components of visual perception in marketing contexts: A conceptual framework and review." Journal of the Academy of Marketing Science 48.3 (2020): 405-421.

[16]. DiBella, Anthony J., Edwin C. Nevis, and Janet M. Gould. "Understanding organizational learning capability." Journal of management studies 33.3 (1996): 361-379. Humanities and Social Sciences 1.2 (2013): 10-15.

[17]. Kotler, Philip. "A generic concept of marketing." Journal of marketing 36.2 (1972): 46-54.

[18]. Lamb, Annette, and Larry Johnson. "Virtual expeditions: Google Earth, GIS, and geovisualization technologies in teaching and learning." (2010).

[19]. Ahmad, Anees, and K. S. Thyagaraj. "Understanding the influence of brand personality on consumer behavior." Journal of Advanced Management Science 3.1 (2015).

[20]. Malik, Muhammad Ehsan, et al. "Impact of brand image and advertisement on consumer buying behavior." World Applied Sciences Journal 23.1 (2013): 117-122.

[21]. Kotler, Philip. "A generic concept of marketing." Journal of marketing 36.2 (1972): 46-54.

[22]. Sarangapani, Akuthota. A Textbook on Rural Consumer behavior in India-A Study of FMCGs. Laxmi Publications, Ltd., 2009.

[23]. Lee, Mira, and Ronald J. Faber. "Effects of product placement in on-line games on brand memory: A perspective of the limited-capacity model of attention." Journal of advertising36.4 (2007): 75-90.

[24]. Hoyer, W. D., & Deborah, J. M. (2008). Consumer Behavior. Southwestern Cen gage learning (5th ed.). Mason.


Cite this article

Li,X. (2023). The Influence of Otome Games on Psychological Factors That Affects Consumers’ Behavior in Games in China. Lecture Notes in Education Psychology and Public Media,6,783-792.

Data availability

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

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About volume

Volume title: Proceedings of the International Conference on Interdisciplinary Humanities and Communication Studies (ICIHCS 2022), Part 5

ISBN:978-1-915371-37-9(Print) / 978-1-915371-38-6(Online)
Editor:Muhammad Idrees, Matilde Lafuente-Lechuga
Conference website: https://www.icihcs.org/
Conference date: 18 December 2022
Series: Lecture Notes in Education Psychology and Public Media
Volume number: Vol.6
ISSN:2753-7048(Print) / 2753-7056(Online)

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References

[1]. Wijman, Tom. “The Games Market and beyond in 2021: The Year in Numbers.” Newzoo, 22 Dec. 2021, newzoo.com/insights/articles/the-games-market-in-2021-the-year-in-numbers-esports-cloud-gaming.

[2]. “Love and Producer" DAU over 4 million - 9 games.” Www.9game.cn, www.9game.cn/news/2113514.html. Accessed 4 Sept. 2022.

[3]. “Global gaming Market Size and distribution of consumers in 2021 - Tonghuashun.” T.10jqka.com.cn, t.10jqka.com.cn/pid_226331295.shtml. Accessed 4 Sept. 2022.

[4]. Solomon, Michael R., and Consumer Behavior. "Buying, having and being." London: Prenticle Hall (1994).

[5]. Khan Matin A. Consumer Behavior and Advertising Management. New Age International 2006. INSERT-MISSING-DATABASE-NAMEhttp://site.ebrary.com/id/10318696. Accessed 14 Sept. 2022.

[6]. Gajjar, Nilesh B. “Factors Affecting Consumer Behavior.” (2013).

[7]. Durmaz, Yakup. "The impact of psychological factors on consumer buying behavior and an empirical application in Turkey." (2014).

[8]. Jim, Connolly. “The Marketing Power of Perception.” Jim’s Marketing Blog, 22 Jan. 2010, jimsmarketingblog.com/2010/01/22/the-marketing-power-of-perception/.

[9]. Krishna, Aradhna. "An integrative review of sensory marketing: Engaging the senses to affect perception, judgment and behavior." Journal of consumer psychology 22.3 (2012): 332-351.

[10]. Sample, Kevin L., Henrik Hagtvedt, and S. Adam Brasel. "Components of visual perception in marketing contexts: A conceptual framework and review." Journal of the Academy of Marketing Science 48.3 (2020): 405-421.

[11]. Trehan, M., & Trehan, R. Advertising and Sales Management. V.K. India Enterprises, New Delhi. (2009)

[12]. Huitt, William. "Maslow's hierarchy of needs." Educational psychology interactive 23 (2007).

[13]. McLeod, Saul. "Maslow's hierarchy of needs." Simply psychology 1.1-18 (2007).

[14]. Yuxin, Wang.Research on the Consumption Behavior of Otome games.2019.Nanjing Normal University,MA thesis.

[15]. Sample, Kevin L., Henrik Hagtvedt, and S. Adam Brasel. "Components of visual perception in marketing contexts: A conceptual framework and review." Journal of the Academy of Marketing Science 48.3 (2020): 405-421.

[16]. DiBella, Anthony J., Edwin C. Nevis, and Janet M. Gould. "Understanding organizational learning capability." Journal of management studies 33.3 (1996): 361-379. Humanities and Social Sciences 1.2 (2013): 10-15.

[17]. Kotler, Philip. "A generic concept of marketing." Journal of marketing 36.2 (1972): 46-54.

[18]. Lamb, Annette, and Larry Johnson. "Virtual expeditions: Google Earth, GIS, and geovisualization technologies in teaching and learning." (2010).

[19]. Ahmad, Anees, and K. S. Thyagaraj. "Understanding the influence of brand personality on consumer behavior." Journal of Advanced Management Science 3.1 (2015).

[20]. Malik, Muhammad Ehsan, et al. "Impact of brand image and advertisement on consumer buying behavior." World Applied Sciences Journal 23.1 (2013): 117-122.

[21]. Kotler, Philip. "A generic concept of marketing." Journal of marketing 36.2 (1972): 46-54.

[22]. Sarangapani, Akuthota. A Textbook on Rural Consumer behavior in India-A Study of FMCGs. Laxmi Publications, Ltd., 2009.

[23]. Lee, Mira, and Ronald J. Faber. "Effects of product placement in on-line games on brand memory: A perspective of the limited-capacity model of attention." Journal of advertising36.4 (2007): 75-90.

[24]. Hoyer, W. D., & Deborah, J. M. (2008). Consumer Behavior. Southwestern Cen gage learning (5th ed.). Mason.