A Relevant Study on Emotional Healing Marketing for Female
Consumers in Otome Games: Taking Love and Deep Space as an
Example
Xuanjun Lin
School of Film, Television and Media, Guangxi Arts Institute, 530022, Nanning, Guangxi, China
Keywords: Marketing, Otome Games, Female Consumption.
Abstract: With the improvement of the national economic and the awakening of women's self-awareness, women's
demand for quality of life is also gradually steadily increased, and women have become the main consumer
of more brands. The rapid development of the “she economy” has increased the influence of women's
consumption in various fields, and female-oriented games have become the mainstream market. Female
consumers can bring business opportunities to many industries. In the field of female-oriented handheld
games, female consumers not only spend time and money on the games, but also buy related peripheral
products, as well as participate in related activities offline, including the purchase of co-branded products,
and participate in parties and reunions. The study of women's motivation to buy related products can provide
reference value for brand marketing. Through social media research and analysis, it is concluded that
purchasing peripherals can bring emotional value to consumers, and in the development of “her economy”,
women pay more attention to internal needs and emotional dependence. Related industries must understand
and leverage women's psychology and flexibly utilize women's psychology to give the right emotional
feedback in order to become the long-term choice of users.
1 INTRODUCTION
With the recent rise of “her economy” and the
continuous growth of women's consumption power,
women are more willing to pay for their emotional
value, which has become the mainstream demand.
Most female consumers will buy related peripherals
to get a sense of companionship while they are
spending money on games. This study is very relevant
to the marketing strategies of related industries that
cater to female users. This study focuses on two
specific aspects of peripheral purchase motivation
and the difference between love and deep space and
other games of the same type, using the literature
analysis method to find and read relevant information
and literature, the advantage of this method is that it
can be a good reference to past research results,
understanding of peripheral, the definition of the
game of the Otome, audience analysis, insights into
the user's demands, which is conducive to the study.
The ultimate research objective of this study is to
emphasize the importance of marketing for women's
emotional healing and to provide reference and
assistance to the same type of industries to help them
grow in the long run, stabilize the market
environment, provide more satisfactory services to
consumers, and contribute to economic development.
2 LITERATURE REVIEW
The term “Otome” originates from Japan, which
originally means “young girl, unmarried young girl”.
Otome games originated in Japan and are a kind of
relationship simulation games designed for women,
in which the player usually plays the female
protagonist and interacts with a number of male
characters in a love story. With the development of
time, Otome games have also developed into a
popular game genre in China. With the rapid
development of China's economy, the basic needs of
young people have been satisfied and they have
begun to pursue a richer spiritual life. The rise of
emerging media has transformed the way young
people communicate and interact, and emotional
communication in the virtual world of the Internet
seems to be more secure than in real life. In this fast-
paced state of life, people's desire for emotional needs
720
Lin, X.
A Relevant Study on Emotional Healing Marketing for Female Consumers in Otome Games: Taking Love and Deep Space as an Example.
DOI: 10.5220/0014279400004942
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Applied Psychology and Marketing Management (APMM 2025), pages 720-724
ISBN: 978-989-758-791-7
Proceedings Copyright © 2026 by SCITEPRESS Science and Technology Publications, Lda.
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,
A Relevant Study on Emotional Healing Marketing for Female Consumers in Otome Games: Taking Love and Deep Space as an Example
721
an American philosopher of art. The social
environment in which art is received is divided into
three components: subjects, institutions, rules and
systems. The production of a cultural and creative
industry cannot be an individual act; it requires
teamwork and division of labor. For example, in the
TV drama industry, the birth of a TV drama requires
the participation of directors, scriptwriters, film and
television companies, investors and actors, and it is
accomplished by this group of people working
together in unity. But they don't just work together,
they have to follow the rules and steps to work
together. The people who work in each step of the
process have certain rules of the road that dictate their
behavior, such as being mindful of copyrights, the
impact of what is aired, the choice of actors, etc., and
the end result is the formation of this cultural product.
And field theory is one of the main theories of
sociology, proposed by Kurt Kaufka. This theory
consists of three basic concepts-field, position, and
structure. The different types of producers included in
the production of a particular cultural product can
form a field. When producing a particular cultural
product, the various producers included in this world
of its production can be seen as a POSITION.
Multiple different positions will have different
relationships with each other, and they form a
STRUCTURE between them. When we look at retail
as a field, it can be divided into two positions, one
with physical stores and one with online shopping.
The physical store section can be categorized into
national stores and regional stores, regional stores,
and regional stores can be categorized into stores for
the rich and stores for normal people. They then form
a structure with power relations and differential
relations between them.
4 CASE STUDY
Regarding people's behavior of buying peripherals of
Otome games,the peripheral industry can be divided
It mainly consists of paper folding companies,
peripheral production manufacturers and consumers.
In addition to the default rules of production material,
product form, and finished product effect, there is one
more rule that has been agreed upon by the industry,
whose primary audience is women - the transmission
of Emotional value. According to social media
analysis, most consumers say they buy peripherals
because they can feel “you” in my neighborhood.
Seeing your favorite characters in your daily life is a
psychological comfort. More some consumers said,
not only put on display to ornamental, they will also
take the periphery out of the house, dinner, travel will
also give the periphery photos, just like their favorite
hero walked into their lives, feel the real company,
and can make their lives become more hopeful and
visionary. Some people are encouraged by feeling
their presence, while others are reminded of
something they said when they see their periphery
and their anxiety is reduced. For example, when you
feel anxious about your appearance, the hero will say
“there is no ugliness”; when you feel lonely, the hero
will say “two stars accompany each other in the
universe, it should not be lonely”; there are also
people who will worry that they are not good enough
for such a wonderful “him” in reality. “He will go on
a diet for the hero, and even more so.
Others will worry that they are not good enough
for him, so they will go on a diet for the main
character, study and work harder, improve
themselves and adjust their mindset, thus changing
themselves and the status quo. These feedbacks can
reflect the role of the emotional value of the periphery
for consumers, and can also be interpreted as their
motivation to buy the periphery, and these emotional
resonance rides on the wind and waves, and strongly
promotes its market spread. Data show that the water
flow of the periphery related to love and deep space
has exceeded 100 million plus. The success of Love
and Deep Space shows that related industries need to
focus on carrying and presenting emotional value
when producing products. Love and Deep Space is
more immersive than other Otome games (Light and
Night Love, Beyond the World, Love and Maker,
etc.), and is more able to pinpoint people's needs and
amplify emotional value.
Better meets players' needs while amplifying
emotional value. Specifically embodied in the next
three aspects: first of all,more realistic 3D experience:
love and deep space is the first 3D stereo modeling
ethereal girl game, through the first perspective of the
3D plot and 3D interaction, to produce a high-quality
emotional experience. Second is personalized
character customization: personalized character
customization is more immersive, allowing players to
freely adjust their character image according to their
own preferences and aesthetics, including appearance
characteristics, voice characteristics, clothing and
makeup, etc., and can also have nicknames. The last
is the innovative interactive mode: in the game you
can take photos, catch dolls, play games with the male
lead, and you can also interact with the male lead on
a daily basis, ask the male lead what to eat today as
well as let the male lead accompany the user to
exercise and study, etc. These modes create a sense of
immersive experience, immersion, and realism for the
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user, which makes it stand out from the rest of the
many Otome games.
According to market research, the game not only
has a huge popularity, a wide customer base and a
broad market in China, but also tops the free list in
many countries around the world (especially in Japan)
and has made its way into the top 10 of many best-
seller lists. Within 2024, the global domestic and
overseas revenue exceeds RMB 1.6 billion, a figure
that sets a new record for female-oriented handheld
games and brings great possibilities for the future of
the game. This case shows that not only Chinese
consumers, but also female consumers around the
world have a huge demand for emotional value,
emotional resonance and emotional dependence, and
the marketing tool of emotional healing marketing is
applicable to female consumers around the world.
5 DISCUSSION
The sense of companionship in the periphery comes
not only from the picture of one's favorite hero above
and its own significance, but also from the form of the
artifact.From badges and acrylic products to the
development of male attributes in cotton dolls,
holding a cotton doll is more comforting and fulfilling
than simply having a badge. This can lead to other
related industries, such as the industry of designing
clothes for cotton dolls, the industry of making
peripheral decorative display props, and the industry
of producing pain bags filled with badges and dolls of
secondary characters. In addition to this, there would
be other artistic secondary creations, such as writing
little daily essays about the heroes and themselves,
drawing for the heroes, etc. People would pay
someone else to draw or write for them, to make their
imaginations tangible, and these transactions
gradually developed into a market model. And all of
these industries emerged and grew based on
providing emotional value.
Not only has the peripheral industry, but also
Love and Deep Space recently launched co-branding
campaigns that capitalize on women’s desire to lose
weigh, the use of innovative ways to accompany, not
only can let their favorite characters to accompany
their own running, but also to get the medal reward,
break through the secondary circle, expand the
existing existing users and the game interaction
scene, extend the game of the immersive experience.
There are also several offline activities, which also
enable users to still feel the warmth from the game in
their lives even outside of the game. For example, on
the first day of the public test in Changsha, Tokyo,
New York, Deji Plaza to put naked eye 3D big screen,
to increase the exposure of the game and user
participation; Invite the famous singer Sarah
Brightman to sing the theme song of deep space,
sufficient warm-up for the game promotion; Cross-
border linkage with Changguang Satellite, through
which the satellite carries game data and transmits the
ID information of hunters to the universe, similar to a
starry message to the male protagonists; and overseas
co-branded cultural tourism activities, from China's
Mt. Everest to the British valleys, and from the
Finnish ice fields to the French coast, you can find the
corresponding elements corresponding to the male
protagonists in each location. These tactics not only
plug new users while attracting existing users to go
offline and increase local tourism revenues, but also
increase the presence of the male lead in real life and
create a connection. There are also some special co-
branding, such as kfc, Rosen convenience store, Gu
Ming milk tea store, etc. During the co-branding
period, the training of staff address and the layout of
the theme store, to enhance the brand attraction and
influence, to attract potential customers, to drive the
sales of the food and beverage industry, and to
enhance the user's immersive experience. Not only do
these co-brandings drive increased exposure and
subscribers to the game, but they also give players a
sense of romance and more possibilities, but the
ultimate reason for these behaviors of purchasing co-
branded products and taking part in punching bags of
offline activities is still the emotional value provided.
6 CONCLUSION
The result of this study is that the important success
of the marketing strategy of Love and Deep Space is
because it focuses on the users, follows the market
trend, innovates the inherent mode, and provides
sufficient emotional value, which further leads to the
conclusion that in the modern era of rapid
development of “her economy”, Otome games should
accurately locate the needs of women, form a strong
emotional resonance, and seize the emotional value of
this marketing focus in order to become the users'
long-term choice. The study further concludes that
Otome games should accurately position themselves
in the modern era ofher economy, form strong
emotional resonance, and seize the emotional value as
the key marketing point in order to become the long-
term choice of users. This study provides many
valuable references for future research in this
direction, which mainly affects many industries
whose main users are women, such as the cosmetics
A Relevant Study on Emotional Healing Marketing for Female Consumers in Otome Games: Taking Love and Deep Space as an Example
723
industry, the clothing industry, and the luxury goods
industry. Future research should focus more on more
innovative means of emotional healing marketing,
why women pay so much attention to the value of
emotions, how to measure the value of emotions, the
game design of female-oriented handheld games, why
women rely more on avatars and virtual life than in
real life, and why the male protagonists of Otome
games can get the “love” of users. These directions
will be studied in depth.
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