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March 14, 2026Creativity and Innovation0 citationsOpen Access

A Study on the Marketing Mechanism of Cosplay Games to Promote Female Consumers 'Purchasing Behavior: A Case Study of Heytea's Collaboration with Love in the Light and Night

NJNie Jingyi

Key Points

  • To explore how otome game co-branded marketing affects female consumers' purchasing behavior, particularly in the context of Heytea's collaboration with 'Love in Light and Night'.
  • Reviewed literature on co-branded marketing and female consumer behavior
  • Examined a case study of Heytea's collaboration with an otome game
  • Developed a theoretical model on the influence of co-branding on purchasing behavior
  • Identified key factors like brand alignment and emotional resonance as crucial for successful collaborations
  • Found that female consumers' decisions are influenced by character identification and perceived emotional value
  • Highlighted Gen Z women's psychological traits as significant in purchasing decisions.

Abstract

This paper reviews literature across three key areas: co-branded marketing, female consumer behavior, and female consumer purchasing behavior. Building on this foundation, it explores the mechanisms through which otome game IP co-branded marketing influences the purchasing behavior of female consumer groups, using the collaboration between Heytea and "Love in Light and Night" as a case study. Research indicates that successful otome game collaborations depend on: - Alignment between brand image and game IP - Establishing emotional resonance with female consumers - Accurate understanding of Gen Z women's psychological traits Female consumers' purchasing decisions for otome game co-branded products are influenced by multiple factors, including identification with game characters, perceived emotional value, and motivations for social sharing. Integrating existing research findings, this study establishes a theoretical model on the impact of otome game IP co-branding on female consumer purchasing behavior, providing guidance for beverage brands' entertainment IP collaboration strategies.

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Cite This Study

Nie Jingyi (2025) studied this question.

synapsesocial.com/papers/69b4fa9ab39f7826a300b5eahttps://doi.org/10.47297/wspciwsp2516-252728.20250906
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