The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game ——Taking the Game “Sheep a Sheep” for Example

Research Article
Open access

The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game ——Taking the Game “Sheep a Sheep” for Example

Yiqing Wang 1*
  • 1 Institute of Foreign Languages, Shanghai Maritime University, Shanghai, China    
  • *corresponding author 201910810146@stu.shmtu.edu.cn
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 popularity of the WeChat mini program game “Sheep a Sheep”, the successful marketing strategies behind it have brought reference to the game development industry, but at the same time, Internet addiction has also brought a significant negative impact on people's daily life, for example, people often immerse themselves in the Internet and thus affect their own lives, such as vision loss and other consequences. Therefore, through the literature reading, this paper aims to discuss and analyze the marketing strategies and replicability of the game, and finally discuss the methods to prevent Internet addiction. This paper concludes that game developers can create complaining points to capture people's psychology and strengthen the sense of game experience to expand the potential user base, and finally select the right communication platform to maximize the communication benefit. To prevent Internet addiction, people can start from four aspects: psychological cognition, individual behavior, game development company, and social sector.

Keywords:

Sheep a sheep, Marketing strategy, Influence, Prevention, Internet addiction

Wang,Y. (2023). The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game ——Taking the Game “Sheep a Sheep” for Example. Lecture Notes in Education Psychology and Public Media,6,889-896.
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References

[1]. Canxing, H. (2021) Analysis of communication strategies of small game in Internet platform application. Journal of New Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=XWDK202124007&DbName=CJFQ2021

[2]. Lijuan, D. (2020) Research on the interactive design of dynamic graphics in the mobile terminal minigame. Wuhan Textile University, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=1020909094.nh&DbName=CMFD2021

[3]. Rui, Z., Wei. W. (2022) Why is “Sheep a Sheep” so popular. Beijing Business Today, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=BJXD202209150040&DbName=CCNDTEMP

[4]. Shen, G. C. C., & Chiou, J. S. (2016) Effective marketing communication via social networking site: The moderating role of the social tie. Journal of Business Research, 69(6), 2265-2270

[5]. Berger, J., & Milkman, K. L. (2009) What makes online content viral. Journal of Marketing Research, 49(2), 192-205.

[6]. Xuefan, S. (2017) The Communication characteristics of Internet marketing gamification. New Media Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=XMTJ201705030&DbName=CJFQ2017

[7]. Bingyu, Z., Xinji, C. (2020) Marketing strategy analysis of mobile games. E-Business Journal, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=DZKJ202004031&DbName=CJFQ2020

[8]. Ling, P. (2020) Research on the governance of minors' Internet addiction. Juvenile Delinquency Prevention Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=YFQS202006008&DbName=CJFQ2020

[9]. Anon. (2021) Prevention of teenagers' Internet addiction should be upgraded by all parties. Teaching management and education research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=JXGN202115060&DbName=CJFN2021

[10]. Bimeng, S. (2021) Study on the causes and countermeasures of college students' addiction to online games in the new media era. Ability and Wisdom, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=CAIZ202123039&DbName=CJFN2021


Cite this article

Wang,Y. (2023). The Research on the Marketing Strategies and Influence of the WeChat Mini Program Game ——Taking the Game “Sheep a Sheep” for Example. Lecture Notes in Education Psychology and Public Media,6,889-896.

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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]. Canxing, H. (2021) Analysis of communication strategies of small game in Internet platform application. Journal of New Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=XWDK202124007&DbName=CJFQ2021

[2]. Lijuan, D. (2020) Research on the interactive design of dynamic graphics in the mobile terminal minigame. Wuhan Textile University, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=1020909094.nh&DbName=CMFD2021

[3]. Rui, Z., Wei. W. (2022) Why is “Sheep a Sheep” so popular. Beijing Business Today, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=BJXD202209150040&DbName=CCNDTEMP

[4]. Shen, G. C. C., & Chiou, J. S. (2016) Effective marketing communication via social networking site: The moderating role of the social tie. Journal of Business Research, 69(6), 2265-2270

[5]. Berger, J., & Milkman, K. L. (2009) What makes online content viral. Journal of Marketing Research, 49(2), 192-205.

[6]. Xuefan, S. (2017) The Communication characteristics of Internet marketing gamification. New Media Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=XMTJ201705030&DbName=CJFQ2017

[7]. Bingyu, Z., Xinji, C. (2020) Marketing strategy analysis of mobile games. E-Business Journal, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=DZKJ202004031&DbName=CJFQ2020

[8]. Ling, P. (2020) Research on the governance of minors' Internet addiction. Juvenile Delinquency Prevention Research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=YFQS202006008&DbName=CJFQ2020

[9]. Anon. (2021) Prevention of teenagers' Internet addiction should be upgraded by all parties. Teaching management and education research, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=JXGN202115060&DbName=CJFN2021

[10]. Bimeng, S. (2021) Study on the causes and countermeasures of college students' addiction to online games in the new media era. Ability and Wisdom, Retrieved from https://kns.cnki.net/kcms/detail/detail.aspx?FileName=CAIZ202123039&DbName=CJFN2021