Research on the Marketing Mechanism of Female-Oriented Gaming
Industry: A Case Study Based on Paper Games
Xinyu Li
a
School of General Education, Dalian University of Technology, Panjin, 124221, China
Keywords: Emotional Marketing, Operational Strategy, Mobile Games, Female-Oriented Games.
Abstract: In recent years, women’s awareness of independence and self-reliance has been constantly improving, and
their consumption ability has been continuously enhanced, which has driven the prosperity of female-oriented
game industry. In the face of accelerated competition, how to connect players through emotional marketing,
how to form brand loyalty and competitive barriers through emotional resonance, is of practical significance
for optimizing the company’s own branding and even promoting the positive development of the entire
gaming industry. The emotional marketing model of a successful brand obtained in this study is as follows,
selecting segmented markets, driving user emotions as the core, satisfying user psychology as the ultimate
goal, and finally transforming emotional marketing as a promotional tool into a deeper level of user
psychological identity stimulation strategy, in order to build long-term stickiness and brand loyalty. This
research underscores the transformative potential of emotion-driven strategies in fostering sustainable
consumer relationships, offering a blueprint not only for the gaming sector but also for industries seeking to
leverage psychological engagement in an era where authentic connection increasingly dictates market success.
By prioritizing emotional resonance, brands can transcend transactional dynamics to cultivate enduring
cultural and economic value.
1 INTRODUCTION
With the awakening of female subjectivity and the
rapid development of the “She Economy”, female-
oriented game market has become an important niche
track in the gaming industry (Li, 2022). Recently,
various categories such as dating, dressing up, and
female growth have emerged, not only meeting the
entertainment needs of female players, but also
building unique stickiness through emotional
storytelling, community operation, and other
methods.
The popularity of mobile Internet has promoted
the vigorous development of the gaming industry.
Among them, female-oriented games are increasingly
prominent in the entire gaming market, forming a
rapidly expanding segmentation. According to
statistics, from 2015 to 2019, the number of female
players in Chinese game market increased from 230
million to 300 million, accounting for 46.2% of the
total number, nearly half. At the same time, in the last
few years, the size of the female-oriented game
a
https://orcid.org/0009-0006-7881-9931
market in China has continued to expand, reaching
95.8 billion yuan by 2023, with an annual growth rate
of 11%, and their share in the overall gaming market
has also increased from 19% in 2018 to 32% in 2023,
indicating a very promising future. However, most of
the games currently leading the list come from giants,
or experienced manufacturers specializing in female-
oriented games, leaving little room for emerging
small companies. Even for large ones that have
already accumulated a certain number of users, how
to extend brand lifespan, continuously attract and
retain target users, and how to enhance user loyalty
through emotional connections are still key issues to
occupy a favorable position in competition (Gao,
2021). Furthermore, the current audiences of female-
oriented games are still mainly concentrated in East
Asia, represented by China, Japan, and South Korea,
that is, countries and regions with similar cultural
patterns centered around Japan, the origin country of
the Otome Game (A kind of love simulation game
targeting young women) industry, while Western
countries such as Europe and America have fewer
76
Li, X.
Research on the Marketing Mechanism of Female-Oriented Gaming Industry: A Case Study Based on Paper Games.
DOI: 10.5220/0013832900004719
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on E-commerce and Modern Logistics (ICEML 2025), pages 76-81
ISBN: 978-989-758-775-7
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
users and poorer market performance (Zhang, 2024).
For manufacturers targeting the Western market,
facing the reality of significant cultural differences
and the pessimistic development of Eastern models,
how to combine their products with Western elements
and capture the emotional needs of female players in
Western countries also needs further consideration.
Based on the summary of current literature,
existing research has focused on the user
characteristics, market size, and cultural influence of
female-oriented games. Some scholars have explored
the relevant content of game design and marketing
strategies. However, current research mainly focuses
on game content itself, and the analysis of how
marketing mechanisms shape user emotional
resonance and enhance brand value is still relatively
limited, especially lacking a systematic summary of
marketing practices of leading enterprises. In view of
this, this study takes the Paper Games as a case study
and adopts the process tracing method to conduct
research. Firstly, the development process and
operational situation of the Paper Games are
reconstructed. Then, the focus is on how it constructs
long-term user loyalty and competitive barriers
through precise market segmentation, brand building,
and emotional marketing strategies. Finally, the
marketing mechanism is summarized in order to
provide reference and guidance for the future
development of female-oriented gaming industry and
to look forward to the future research direction of its
marketing.
2 CASE INTRODUCTION
Paper Games was established in August 2013 and is
a game company primarily focused on female-
oriented game creation. The current company has two
main product lines, the Nikki Series and the Love
Series. The Nikki Series includes Nikki UP2U-A
Dressing Story, Nikki UP2U-World Traveller,
Miracle Nikki, Shining Nikki, and Infinity Nikki. The
Love Series includes Love and Producer and Love
and Deep Space. And there are also two ongoing
games, The Perceiver and Ballad of Antara. The
company’s mission and development goal is to focus
on gaming IP and continue to make efforts in multiple
fields such as animation, movies and derivatives,
creating new interactive entertainment experiences
on a global scale. It has been proven that the operating
strategy of Paper Games is very successful, and its
games have performed outstandingly on the female-
oriented gaming list and even in the entire mobile
gaming market. Taking the Love Series as an
example, the first month’s revenue of Love and Deep
Space, which was launched on January 18, 2024,
reached about 500 million yuan. Just one week after
its launch, it ranked fifth on the IOS best-seller list
(Chen, & Zhang, 2024, Xu, & Wu, 01-29-2024), the
third-party platform estimated that the annual revenue
will be close to 6 billion yuan. Even the old work,
Love and Producer, which has been in operation for
about eight years, still has an annual revenue of over
100 million yuan and was once nominated for the
“2021 Top Ten Annual National IP Selection Activity”
(Li, 2022). The new game in the Nikki Series, Infinity
Nikki, is the first game developed using Unreal
Engine 5 and logged into the mobile platform. Within
6 hours of pre-download, it topped the free list in 34
countries and regions as well as the game category list
in 108 countries and regions (Xu, & Wu, December
9, 2024). Along with other games in the Nikki Series,
it contributed more than one billion yuan in revenue
to the company in 2024.
3 TARGET USER AND
POSITIONING OF PAPER
GAMES
3.1 User Gender
The main target users of Paper Games are women.
The Nikki Series and the Love Series games under its
umbrella have a “female-oriented” tag in app stores,
and rank in the female-oriented game list when
assessing the revenue.
Taking Love and Producer (one of the Love
Series Otome games) and Shining Nikki (one of the
Nikki Series dress-up games ) as examples, in order to
make further profiling of Paper’s users. Li Siyu
(2022) from Guangdong University of Finance &
Economics conducted a questionnaire survey on
players of Love and Producer in December 2021 and
March 2022. Among the 307 valid questionnaires
collected in the two surveys, female players
accounted for 98.68%, while male players accounted
for only 1.32%. Li Wenting (2023) from East China
Normal University issued an interview invitation to
players of Shining Nikki from June to December
2022. Among the 20 selected interviewees, 17 were
women, accounting for 85.00%, and only 3 were men,
accounting for 15.00%. (The user profiles in sections
3.2-3.4 are still mainly based on the research of Li
Siyu and Li Wenting).
Research on the Marketing Mechanism of Female-Oriented Gaming Industry: A Case Study Based on Paper Games
77
3.2 User Age
Among the 307 valid questionnaires surveyed by Li
Siyu (2022) on Love and Producer, players aged 18-
25 accounted for the vast majority, with a percentage
of 71.05%. A survey report released by Aurora
Mobile in 2018 showed that among the players of
Love and Producer, more than 90% are under the age
of 30, and the vast majority aged 20-29 accounted for
75%, mainly students and white-collar workers. In
addition, through statistics on Li Wenting’s
interviews with 20 players of Shining Nikki in 2023,
it is known that 18 of them are in the age range of 18-
25 years old and mainly work as college students or
have just started working. Based on the above
information, the user age of Paper Games is mainly
distributed in the 18-30 age group, and their
professions are mostly high school students, college
students, and young office workers.
3.3 User Geographic Location
Among the 307 Love and Producer player survey
questionnaires collected by Li Siyu (2022),
Guangdong Province, Shanghai City, and Jiangsu
Province were the top three in terms of player
distribution. According to a survey conducted by
Aurora Mobile within one year after the official
launch of the game, the top ten geographical
distribution of players are in terms of Shanghai,
Beijing, Guangzhou, Wuhan, Chengdu, Nanjing,
Chongqing, Tianjin, Hangzhou, and Fuzhou.
Meanwhile, through the interview results of Li
Wenting with 20 players of Shining Nikki in 2023, it
was found that the most concentrated geographical
location of these player are large coastal provinces
and cities such as Guangdong, Jiangsu, Zhejiang, and
Shandong, as well as developed inland provinces and
cities such as Henan and Sichuan. That means, the
users of Paper Games are mainly distributed in first
and second tier cities.
3.4 User Income Situation
Miao Shenguang (2023) from Nanjing University of
the Arts conducted a survey of 1346 players among
Chinese female-oriented games in February 2023,
and found that the highest number of people with per
capita disposable monthly income in the range of
1000-4000 yuan was over 55%. Li Siyu (2022) found
through statistical analysis of 307 valid
questionnaires collected from Love and Producer that
the number of players with consumption amounts
between 1000-5000 yuan is the highest. Besides, the
author (a fourth year college student) conducted
interviews with Paper’s players in her social circle as
well as combined the salary situation on recruitment
website, and calculated that the average disposable
monthly income of Paper’s users is mostly in the
range of 1500-3000 yuan (after tax reduction). The
characteristic of this type of user is that they have a
certain degree of independent economic ability, but
cannot afford high consumption. Therefore, they tend
to recharge small products such as monthly cards
(ranging from a few yuan to tens of yuan) in games
and consume them multiple times in a row, rather
than recharging large products at once.
3.5 Target User Positioning Method
The target users of Paper Games are mainly
positioned by capturing their psychological and
emotional needs.
Based on the characteristic profile and summary
of the target users of Paper Games in sections 3.1-3.4,
it can be concluded that their target users are young
women with certain economic independence in first
and second tier cities. For girls in this age group, their
desire for beautiful appearance and loyal romantic
relationships is relatively strong. The founder of the
company, Yao Runhao, seized this characteristic and
successively created the Nikki Series focusing on
beauty and the Love Series focusing on romance,
which became popular overnight (Zhang, 2021).
Although Yao Runhao believed in his early
interviews that his success was due to luck, it was
more due to his keen insight into market gaps and
seizing opportunities, which gave him the chance to
lead the less developed Chinese female-oriented
gaming market more than a decade ago, and maintain
a leading position in the long-term competition
through his first mover advantage.
4 MARKETING ANALYSIS OF
PAPER GAMES
4.1 Social Media Marketing
4.1.1 APP Boot Animation and Trending
Topic Promotions
Taking games launched after 2015 (when various
popular social media apps were fully operational) as
an example, Love and Producer (2017), Love and
Deep Space (2024), Shining Nikki (2019), and Infinity
Nikki (2024), all of which are under the umbrella of
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Paper Games, have conducted boot animation
promotions for social apps represented by Sina
Weibo. Due to the fact that the main audience for
Paper Games is young women aged 18-30, who are
also the main users of social apps, daily boot
animation can effectively attract the attention of
potential players. Unlike lengthy traditional
persuasive advertisements or other functional
introduction advertisements, Paper’s advertisements
mainly adopt the concise poster style of exquisite
character portraits and eye-catching romantic lines in
the game. Even without any promotional language, it
can effectively utilize young women’s inner longing
for a perfect relationship that is “harmless compared
to reality” and their need for respect and attention
(Liu, 2024), attract them to download the game to
experience, and even establish long-term stickiness.
4.1.2 Interactive Marketing
Taking Sina Weibo as an example, the official
account of Paper Games often posts “forwarding this
post, and you will get a chance to win monthly cards
through the lottery”, “sending tokens to all players
after reaching a certain number of comments”, and
activities such as inviting new players to join and
receiving welfare packages. These interactive
approaches can effectively utilize the social needs of
female players, using them as a medium to spread
widely in their friend circles and communities,
thereby establishing a strong social circle among
people with similar interests, making players feel
approved, recognized, and loved, further
consolidating their sense of identity and belonging in
the community, and forming brand loyalty (Chen,
2024).
4.2 LED Screens Advertising
Paper Games will place advertisements on LED
screens in densely populated areas such as the centers
and commercial districts of first and second tier cities.
These advertisements are usually characterized by
exquisite visuals and attractive copy, which can
quickly attract the attention of passersby. These
locations located in downtown areas usually attract a
large number of tourists from all over the country and
even the world every day, and such advertisements on
LED screens can rely on large and gorgeous graphics
and short but accurate promotional slogans to leave a
deep impression on them, thereby promoting the
game to all over the world.
4.3 Co-Branding Cooperation
Paper’s games are not only enthusiastic about
collaborating with physical brands (such as Love and
Producer and Burger King jointly launching
packages with peripherals), but also enthusiastic
about collaborating with cultural IPs from all walks
of life (such as Shining Nikki and Yoneyama Mai
jointly launching limited edition sets within the
game). Whether it is physical products like fast food,
milk tea, cosmetics, or well-known cultural IPs like
Disney and Empresses in the Palace, they are highly
sought after and loved by young people, especially
young women, which is in line with the company’s
positioning of targeting young women. What’s more,
Paper’s games have also collaborated with
DUNHUANG INSPIRATION, Yue Opera, and
others for promotion. In today’s era where traditional
culture is increasingly valued, the strategy of Paper
Games has successfully broken the zone of its games.
4.4 Peripheral Products and Doujin
Competitions
The online direct-sale store “Paper Presented”
operated by Paper Games sells peripheral products
such as acryl stands and badges for its various games
that are loved by young people. And Paper Games
often holds Doujin (It means the re-creation of
existing works) competitions, the award-winning
works not only receive generous prizes, but also have
the opportunity to be made into merchandises for
further promotion. This firmly grasps the social and
self actualization needs of young people, especially
young women. For example, if a girl player purchases
a badge in Paper’s online store, she is likely to pin it
onto an itabag (It means a bag full of anime character
badges and dolls) and bring it to school or company,
which will attract the attention of her classmates or
colleagues to the game characters and form a social
circle centered around the game. The prize money and
promotion of winning works in Doujin competitions
such as short article creation and painting creation can
greatly stimulate the creative desire of young women
with literary and painting talents. After they create
satisfactory works, they can increase the exposure of
their works by posting them on social media or
interacting with Paper’s official accounts, gaining
more attention from people who have similar hobbies
and even attracting outsiders, thereby enhancing their
self-worth and self-esteem (Miao, 2023).
Research on the Marketing Mechanism of Female-Oriented Gaming Industry: A Case Study Based on Paper Games
79
5 MARKETING MEDIA
SELECTION UNDER GENDER
PREFERENCE DIFFERENCES
According to a report released by Forbes in 2010,
female users often account for a larger proportion
than male users on social media platforms, especially
those focused on life sharing and emotional
communication. Another survey on the differences in
social media usage preferences between genders
shows that compared to male users who pay more
attention to independent expression and information
gathering when using social media, and have a
weaker tendency to choose text or image information,
women tend to be more concerned about finding
social identity and establishing intimate relationships,
and especially like to post pictures and photos related
to themselves. Based on this, the author analyzes the
marketing media selection strategy adopted by Paper
Games, in terms of online media selection, according
to the report on the age and gender distribution of
China’s major social apps released by the third-party
platform, the current apps dominated by young
female users mainly include Sina Weibo, Rednote,
Tiktok and LOFTER. The characteristics of these
apps are to support the publication of a large number
of image-based posts, with the main interactive
content being life experiences or emotional records.
At the same time, they support similar users to gather
together for real-time interaction or establish
communities for communication. The social media
promotion of Paper Games is also mainly aimed at
these platforms. For the short video platforms, taking
Tiktok as an example, Paper Games has made
continuous efforts in this marketing channel in recent
years, such as the release of the video creation task
for the characters’ birthday in Love and Deep Space,
watching the Shining Nikki live broadcast of the
Spring Festival and receive welfare packages. One
the one hand, the characteristic of this type of short
video platform is its proficiency in algorithm
recommendations and topic challenges. It can
mobilize more users to participate and promote
through task posting, meeting the needs of young
women who crave interaction and friendship. On the
other hand, compared to static images and text, short
videos have more memorable features in terms of
sound and animation. Nowadays, where young
people face high life pressure, fast pace, and lack of
time to focus on reading long texts, the promotion
method of subtly implanting sound and animation
into users’ minds has a powerful effect.
When selecting physical media, compared to
male-oriented game and general game companies,
Paper Games pay more attention to the placement of
mall advertisements and LED screens outside the
walls of downtown buildings. The main reasons for
selecting such media are not only the direct visual
impact and the fact that women pay more attention to
image information, but also the high activity
geographical location of the target users. Compared
to men, young women are more inclined to go
shopping with friends at the above-mentioned
locations. Advertising placement in these places can
attract the interest of target and potential target users
on a large scale, improve promotional efficiency, and
further expand influence through “Take a selfie with
these game characters and post it” activities on the
Internet. Moreover, Paper Games also focuses on the
brand collaboration of its products. Based on the
collaboration of commonly used props for women’s
social activities such as milk tea, beauty and snacks
(while men’s social activities do not tend to use these
products), it particularly emphasizes the collaboration
with well-known cultural IPs, intangible cultural
heritage skills, and historical relics
. This type of
linkage can effectively enhance the reputation and
raise the level of Paper’s products, apply traditional
elements to the game itself, improve the beauty and
connotation of the graphics, and enhance the cultural
literacy and inner superiority of its users in today’s
focus on promoting traditional culture. It enables
users to meet the emotional needs of improving their
own taste and gaining attention from others in the
process of making friends, and in turn, it affects the
brand and makes users become more loyal.
6 CONCLUSIONS
In today’s environment where consumers
increasingly value personalized needs and
psychological satisfaction, emotional marketing has
become one of the core strategies for the success of
modern brands and has attracted more and more
attention from brand owners. By summarizing the
case of Paper Games, it can be seen that the emotional
marketing of a successful brand mainly includes the
following three characteristics.
Firstly, brands should focus on segmented
markets. Brands provide tailored products and
services for specific consumer groups through precise
market positioning. For example, female players
prefer exquisite graphic design and gentle and loyal
game characters. By understanding and meeting this
demand, Paper Games creates emotionally resonant
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consumer experiences, thereby forming strong brand
loyalty.
Secondly, brands shall prioritize emotional
stimulation as their core driving force. By providing
consumers with products and services that align with
their inner needs, brands aim to stimulate emotional
resonance and cultivate long-term consumption
habits and loyalty.
Thirdly, brands must make satisfying the
psychology needs of users their ultimate goal.
Through precise emotional marketing strategies,
brands can create a positive and comfortable
consumption environment for users, thereby
enhancing user satisfaction and brand loyalty, and
achieving long-term market competitiveness. At this
point, emotional marketing is not only a promotional
tool, but also a core strategy that can stimulate deep
psychological identification.
The significance of this study, from theoretical
perspective, which can expand the application of
emotional marketing theory in the female-oriented
game market, deepen the research on the relationship
between market segmentation and brand building,
and provide targeted marketing mechanism analysis
for women to the gaming industry. From practical
perspective, this study can provide marketing strategy
recommendations for optimizing brand building and
strengthening user emotional connections for female-
oriented game manufacturers, in order to enhance
user stickiness and promote the sustainable
development of female-oriented gaming industry.
The limitation of this study is the lack of in-depth
market research and intuitive data. In future research,
it looks forward to conducting offline interviews or
questionnaire surveys to gain a deeper understanding
of user psychology and highlight the heterogeneous
attributes of different types of female players, in order
to further explore how companies can adopt different
strategies to meet the needs of different types of users.
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