has become a new trend in the market, with young
people enriching their life experience and enhancing
their sense of well-being through active consumption.
In addition to in-game consumption, romance games
dominated by female players have also begun to
explore the offline commoditization of emotions.
Emotional consumption relies on the effective
construction of emotions, which is reflected in the
game design and peripheral design of ethereal games
(Su, 2024). In the beginning, the female characters of
Otome games were set as weak and passive women,
but in the subsequent development, the female
characters have grown stronger and stronger, and the
game settings no longer treat the female image as a
companion to the male, but rather put the female in
the same central position as the male, emphasize the
social image and value of women, and show the
charm and power beyond gender, and the female
characters have become more powerful (Hao, 2024;
Bao, 2023). In the game of love and deep space, the
main control role is the hunter character with
overwhelming force value, in the game, the main
male character is our “auxiliary”, and contemporary
women desire gender equality, mutual respect for the
relationship needs to resonate with each other, and fit
each other. Peripheral products should bring positive
energy to people and satisfy their spiritual needs. The
American industrial designer, GLP, said that people
always think that design has three dimensions:
aesthetics, technology, and economy, but in fact, the
fourth dimension, “human nature”, is more important.
In the design of anime peripheral products consumer
“human nature” is the focus, that is, to meet the
spiritual needs (Zhang, 2024). The core viewpoints of
products to satisfy spiritual needs include: emotional
resonance, personalized experience, community
belonging, brand values, and pleasure of use. Among
them, emotional resonance is a very important part of
product design (Pingcode, 2024). The shift from
“shopping for a product to please yourself” to
“buying a product to please yourself”, in addition to
the pursuit of value for money, emotional release will
be an important factor influencing the decision-
making of the younger generation of consumers in
2024 (Zhang & Ning, 2024). Many young people are
more inclined to buy a piece of merchandise that can
perform psychological healing for them, which
reflects the lack of emotion of contemporary people,
and the ethereal girl game industry can precisely fill
the gap in people's hearts, so more people rely on
virtual emotions. In the current social environment
where women are still in a passive position in
relationships, virtual boyfriends reverse the
traditional subject-object position of both genders in
intimate relationships with the subject-object
relationship of consumer-worker in economic
relationships, and men are more likely to be treated as
“sex objects” than women when they act as a servant
in the simulated “emotional commodities” in intimate
relationships (Wu & Sun, 2023). Men are less likely
than women to be treated as “sex objects”, but rather
a more equal and pure romantic relationship (Wu &
Sun, 2023). Otome game to create, is a very rare in
real life, pure, sincere, desirable feelings, this
“utopia” is Otome game for players to create a higher
than life emotional space, and the designers of the
player's psychological needs for constant attention
and response (Yan et al., 2024). Game as a
commercial product, its production and marketing
will be affected by the market, resulting in the game
content will inevitably be associated with
consumption, Otome game players invested time and
money in exchange for the opportunity to interact
with the game characters, this model is actually to
turn the player's emotional investment into the actual
expenditure of time and money, and to transform the
emotional experience into a purchasable commodity,
which highlights the trend of consumerization of the
emotional experience (Chen & Zhang, 2024). In
addition to serving the game industry, this emotional
experience can likewise drive the market economy of
related cultural industries. In the development of “her
economy, women's consumption behavior has the
characteristics of impulsive, personalized, social and
leisure, to establish the relationship between
consumers and brands, so that consumers have
emotional resonance, so as to establish the emotion of
the brand, it is easier to produce the purchase
behavior, and the simplest and most brutal means of
establishing brand feelings is to provide rich
emotional value that touches women's hearts (Xu,
2019). Most of the past researches focus on serving
the industry of Otome games and care about the
emotional social problems reflected, and fewer of
them summarize the successful marketing methods of
Otome games and explore the possibility of applying
them to other industries of the same track. This study
mainly focuses on the emotional healing marketing
methods of the Otome game, analyzing its behavior,
motivation and user feedback, and reflecting the
feasibility of the application of emotional healing
marketing in the cultural industry.
3 THEORETICAL FRAMEWORK
This study utilizes art world theory and field theory.
Art world theory was proposed by Arthur C. Danto,