The Impact of Linkage Activities on User Consumption Behavior:
Taking the 2024 Konami Live Football and Bayern Munich Events as
Examples
Taishi Sun
School of management, Hefei University of Technology, Hefei, 230009, China
Keywords: Consumer Behavior, Live Football, Interactive Activities, User Loyalty, Brand Analysis.
Abstract: With the development of smart phones and wireless Internet, the mobile game industry has developed very
rapidly, and the live football mobile game is one of the best mobile games. As a game company that strives
to create a realistic gaming experience, Pro Evolution Soccer actively collaborates with major football clubs
to produce linked players and events. Compared to traditional football games, these more realistic games will
have a certain degree of impact on players' game duration and recharge amount. This article will collect data
through survey questionnaires and interviews, and use theories such as brand as a sign to study these issues,
in order to understand the impact of collaborative activities on user consumption behavior and game company
brands. After analysis, it was found that fan identity has a relatively small impact on the time and money
players invest in collaborative activities, while factors such as age and income level have a greater impact.
Younger players spend more time playing games than older players. In terms of recharge behavior, younger
players recharge much more frequently than older players, but the recharge amount is higher for older players.
1 INTRODUCTION
With the growing popularity of smart phones and the
Internet, the mobile game industry has also developed
rapidly. Mobile games have gradually become a way
for modern people to relax and unwind. There are
various classifications of mobile games. Such as
leisure cultivation, RPG, strategy, sports, and so on
(Xiong, 2025). According to market share research,
strategy, leisure development, and RPG categories
have a relatively large market share, reaching a total
of 75%. However, sports mobile games only account
for 9% of the mobile game market share (Chang,
2025). And most of the well-known sports mobile
games are represented by foreign game
manufacturers, among which live football is a
masterpiece by Konami Games. Sports mobile games
have a good reputation among players, but compared
to other types of games, their popularity is not high.
This may be due to its lack of good marketing
methods (Shi, 2020). For example, people rarely see
advertisements about live football on the internet or
television commercials. In addition to promoting the
game itself, collaborations and joint activities with
well-known clubs such as Barcelona and Bayern
Munich are also a good way to promote the game. The
core issue of this study is to explore whether
cooperation with a well-known football club (Bayern
Munich) can affect players' game duration and
recharge consumption habits, as well as the revenue
brought to the game company. This type of revenue
is divided into two aspects: immediate (recharge
revenue) and long-term (brand stickiness and user
loyalty) (Yi & Dong, 2025). This research plan adopts
two research methods, namely: survey questionnaire
method and interview method. To understand the
views of game players on collaborative activities.
For existing research on sports games, many
studies have found that the market share of sports
games is much smaller than other types of games
(Zhao, 2022). The low market awareness of sports
games is due to the disadvantage of marketing
strategies (Zhao and Xie, 2024). However, there are
few proposed solutions, and research on consumer
behavior in gaming is still not sufficient. Many
studies only focus on the surface level of game
duration and changes in recharge amounts, mostly
studying internal issues within the game. But without
stepping out of the game and delving deeper into the
underlying reasons, including the psychological
384
Sun, T.
The Impact of Linkage Activities on User Consumption Behavior: Taking the 2024 Konami Live Football and Bayern Munich Events as Examples.
DOI: 10.5220/0013845500004719
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 384-388
ISBN: 978-989-758-775-7
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
factors of game players and the influence of economic
and social backgrounds. This article will start with
game linkage activities and analyze the impact of
such activities on game user loyalty by combining
linkage activity marketing, psychology, and social
background. This article hope this study can
understand players' attitudes towards collaborative
activities, as well as the impact of collaborative
activities on game revenue and user stickiness, and
provide some suggestions for game companies'
collaborative marketing strategies to help sports
games increase their market share in the gaming
industry.
2 RESEARCH METHODS
The research methods adopted in this article are
questionnaire survey and interview (Zhao, 2022). The
selected respondents were mainly people who had
experience in football mobile games (with a small
number of people who did not have sports game
experience), because they had some understanding of
football games and accumulated some background
knowledge when answering related questions (Dong,
2015). There are mainly two groups of people
selected. The first group is college students and high
school students, who mainly represent the youth
group. The second group is office workers, who
mainly represent the middle-aged population. In
terms of problem setting, this study is based on
previous research and the data required for the study.
The main questions are divided into three parts: the
first part is the basic information of the respondents,
mainly including gender, age, income level, and
education level. The second part is the player's level
of understanding of live football, mainly including
the investigation of game duration and recharge
amount. The third part is about players' opinions on
the linkage activities, understanding the changes in
game duration and recharge amount before and after
the linkage activities (Liu Chen Jin and Yu, 2015).
The above is the design stage of the survey
questionnaire.
The next stage is the distribution of the survey
questionnaire, which will be delivered online to major
social platforms such as WeChat, Weibo, and football
forums. Compared to traditional offline advertising.
Online advertising can collect data more efficiently
and reduce labor costs. It is worth mentioning that
online questionnaires can better visualize data and
facilitate subsequent research.
In the stage of questionnaire collection and data
analysis, after statistics, a total of 93 valid
questionnaires were received (note: there is a simple
question in the questionnaire to verify the validity of
the questionnaire and select qualified questionnaires).
In terms of data analysis, the study mainly used data
visualization methods, such as bar charts, line charts,
and pie charts, to reflect changes in players' game
duration, consumption frequency, and consumption
amount. And combined with relevant theories such as
brand as a sign and consumer psychology, analyze the
consumption behavior of game players and draw
corresponding conclusions (Yan, 2025).
In the interview method, the study mainly selected
two respondents aged 45 and above with experience
in sports mobile games. A 20 minute interview was
conducted for each interviewee (Zhu, Xiao, Huang
and Dong, 2023). During the interview, the content
was recorded to facilitate the reproduction of the
interviewee's answers in subsequent analysis and
research. After the interview, convert the sound from
the recording into a document. Extract keywords and
code the interview content. Finally, keywords such as'
football faith 'were extracted. Used for auxiliary
research on the data obtained from the survey
questionnaire in the future.
3 RESEARCH RESULTS
From Figure 1, it can be seen that for the collaborative
activities between Konami Live Football Mobile
Game and Bayern Munich Club, the average recharge
frequency shows a decreasing trend from 18 years old
and below to 45 years old and above. From an average
of around 30 times to an average of 5 times. It can be
seen that teenagers recharge more frequently, while
middle-aged people recharge less frequently. This
may be because teenagers are more susceptible to
impulsive consumption stimulated by game pages.
Middle aged people, on the other hand, are relatively
mature and stable, and are not easily stimulated by
internal game factors such as discount activities and
bright game pages.
Figure 1: Number of players recharging
0
10
20
30
40
Below 18 18to25 26to35 36to45 45 or
above
Number of Recharges
Number of Recharges
The Impact of Linkage Activities on User Consumption Behavior: Taking the 2024 Konami Live Football and Bayern Munich Events as
Examples
385
From the statistical analysis of the average
recharge amount of players in Figure 2, it can be seen
that players under the age of 18 and those aged 18 to
25 have the lowest recharge amount, only around 100
yuan. There is an upward trend from the age of 18 to
45 and above. The average recharge amount for
players aged 45 and above reached 550 yuan. After
interviews and questionnaire surveys, it can be
concluded that this is due to the low disposable
income of teenagers under the age of 18, and most of
them are living expenses or pocket money provided
by their parents. So their recharge amount is naturally
low. As for office workers, their disposable income is
relatively high, and as a result, their recharge amounts
are also increasing. Between the ages of 26 and 35,
players' recharge amounts have decreased. This may
be due to the economic pressures faced by people at
this stage, such as mortgages, car loans, and family
loans, resulting in lower disposable income.
Figure 2: Average recharge amount of players
From the statistical analysis of players' game
duration in Figure 3, it can be seen that those under
the age of 18 and those aged 18 to 25 have longer
game durations, averaging over 2 hours. Starting from
the age of 18, the gaming time has been decreasing
year by year, and players over the age of 36 generally
have less gaming time, below 30 minutes. This
indicates that as players age, their gaming time
decreases year by year. It is not difficult to see that
teenagers have a longer gaming time. On the one
hand, this may be due to the increasing pressure of
life as people age. They often spend more time in life,
dedicating themselves to work or spending time with
their families.
Figure 3: Average player game duration
From the perspective of the game login frequency
figure 4, the trend reflected is consistent with the
game duration. The login frequency per week shows
a decreasing trend from the age of 18 to 45. Players
under the age of 18 can almost guarantee to log in to
the game every day, while 36 year old players have
an average login frequency of twice a week. From
this, it can be seen that teenagers have a greater
passion for games. Middle aged and elderly people
only regard games as a way of entertainment and do
not log in to play every day.
Figure 4: Login Game Frequency (Weekly)
4 ANALYSIS AND DISCUSSION
4.1 Brand as a Sign
According to the brand as a sign theory, the linkage
with Bayern Munich Club includes the external
manifestation of the brand, such as the realistic player
0
100
200
300
400
500
600
18 18to25 26to35 36to45 45
Average recharge amount
Average recharge amount
0
50
100
150
18 18to25 26to35 36to45 45
Length of time spent
playing games
Length of time spent playing games
0
2
4
6
8
18 18to25 26to35 36to45 45
Log in the game
Log in the game
ICEML 2025 - International Conference on E-commerce and Modern Logistics
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image and Bayern Munich Club endorsement. It can
help players achieve a good gaming experience. In the
signed part of the brand, through the linkage with
major clubs, live football conveys to players the
promise of a real football game and a symbol of
football culture. For Bayern Munich fans, this is a
football belief, and compared to other ordinary
players, people are more inclined to pay for their
favorite players. For the Konami Pro Evolution
Soccer brand, the collaborative operation of major
clubs can help players extend their football dreams
and cultivate emotional dependence and loyalty
towards the Konami brand. Continuing with the
theme analysis, keywords such as "real experience"
and "football belief" were extracted from the
questionnaire data and interview records.
Furthermore, it can be concluded that in each linkage
activity, players will have a real experience of playing
against each other. One interviewee also said that
genuine collaboration can ignite their football faith.
4.2 Consumer Behavior
According to research on consumer behavior, it can
be concluded that young consumers are more likely
to make impulsive purchases than middle-aged and
elderly consumers. From a psychological perspective,
teenagers are more susceptible to being driven by
emotions. Stimulated by the Bayern Munich linkage
event and vibrant game pages, there is a desire to
consume. This kind of impulsive consumption is
often related to emotional decision-making, and
young people are relatively immature in emotional
management. And young people's ability to delay
gratification is relatively weak. The Delayed
Gratification theory suggests that adolescents are
more inclined towards immediate gratification, while
middle-aged and elderly individuals are better able to
restrain short-term desires for long-term goals.
Nowadays, teenagers face less social pressure and
mostly spend their parents' money. Middle aged and
elderly people face more pressure from their families,
such as car and mortgage loans. The expenses are also
relatively high. So this can explain why more young
people choose to spend money on games. But the
number of middle-aged and elderly people who
recharge is relatively small.
4.3 Playing for Faith
It is worth noting that many age group fans and
players have a nostalgic mentality in the current
social context. The notion of 'paying for faith'
circulating in society. Many middle-aged and elderly
people left a deep impression on their hearts when
they were young and watching football. The
triangulation theory was initially adopted to verify
this hypothesis. In addition to collecting user
responses through questionnaire data, the study also
conducted discussions and posts in the football
community, and interviewed two 45-year-old live
players. In the end, it was concluded that purchasing
their favorite players through game recharge is also a
reflection of their memories of their youth. Teenagers
are still in a stage of understanding the world and their
obsession with faith is not as deep. More importantly,
at the economic level, research has found that
teenagers have relatively low incomes, and most of
them are living expenses provided by their parents.
And the income of middle-aged and elderly people is
significantly higher than that of teenagers, and they
earn discretionary income for themselves. This also
explains why middle-aged and elderly people
recharge much more than teenagers.
5 CONCLUSIONS
After research and data analysis, it was found that the
relationship between the amount of money and time
invested in live football mobile games and the
players' fans and non-fans is not significant. But it is
closely related to the age and income level of the
players. Older and higher income players have less
gaming time and lower recharge frequency. But the
total recharge amount is relatively large. Younger
gamers with lower income levels generally have
longer game durations and higher recharge
frequencies. The total recharge amount is relatively
small.
The significance of conducting research lies in
two aspects, one is theoretical: this study can broaden
the relevant theories on game operation and user
stickiness, and provide some references for
subsequent research. On the other hand, in practical
terms: With the increasing competition in football
games, a good collaborative management strategy is
crucial for games to stand out among a group of
football online games. This study can provide
reference for the operation of football game
companies, enabling them to understand consumer
needs and enhance brand loyalty among game users.
Bring good economic and social benefits.
However, this study also has some limitations,
such as the limited sample size obtained, with only 93
questionnaire samples. Compared to studies with
large sample sizes, there may be some randomness.
In the future, this study may expand the sample size
The Impact of Linkage Activities on User Consumption Behavior: Taking the 2024 Konami Live Football and Bayern Munich Events as
Examples
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and research methods and theories, striving for more
scientific and comprehensive research.
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