Growing the otome game market : Fan labor and otome game communities online
Ganzon, S. C. (2019). Growing the otome game market : Fan labor and otome game communities online. Human Technology, 15 (3), 347-366. doi:10.17011/ht/urn.201911265024
Published inHuman Technology
©2019 Sarah Christina Ganzon and the Open Science Centre, University of Jyväskylä
Otome games are a niche category of Japanese games marketed toward women. Outside its country of origin and the infrastructure of the anime media mix, its predominantly female player communities traditionally have defined these games as those that feature romance or dating simulation. In this paper, I look into how fan bloggers talk about their own work in marketing and distributing otome games beyond Japan. In the case of otome game fan blogging, the ability to shape discussions surrounding otome games also relies upon maintaining the image of players as good consumers. Although this work focuses on the practice of fan blogging, it is part of an ongoing study on otome games in English and otome game players outside Japan.
MetadataShow full item record
Showing items with similar title or keywords.
Narratives of femininity as means of promotion : a case study on Dove's advertisement and audience responses Mustonen, Tiina (2017)Tutkielman tarkoituksena on selvittää, miten yritykset ja organisaatiot voivat hyödyntää kohderyhmiensä palautetta mainontansa kehittämisessä houkuttelevammaksi yleisöilleen. Sosiaalisen median nousun myötä myös yritysten ...
Cheng, Yi-Tung (2017)Both the marketing communication strategy of mobile game industry and the industry itself have been drastically evolving in the past years since the development of computation, data transfer and communication technology ...
Ojala, Arto; Tyrväinen, Pasi (John Wiley & Sons, 2007)The Japanese software market size was 131,773 million U.S. dollars in 2004. Due to limited domestic software production, Japan is highly dependent on imported software products. Despite the market potential for foreign ...
Mäkitalo, Anni (2020)Tämän tutkielman tavoitteena on ymmärtää sukupolvi Z:n, ja erityisesti 13-15 vuotiaiden nuorten tarpeita ja asenteita digitaalisessa ympäristössä, jotta organisaatiot voisivat paremmin tavoittaa ja sitouttaa nuoret ...
Sport clubs' health promotion activities for the surrounging communities : a comparative case study of Columbus Blue Jackets, HJK and Sotkamon Jymy Kettunen, Eeva (2014)ABSTRACT The level of physical activity continues to decrease globally. Therefore it is important to explore new ways of promoting physical activity and healthy life style. Sport clubs are an excellent setting for ...