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十几万买谷,与一分钟安慰:我只是在接住自己
3 6 Ke· 2025-08-06 07:27
Group 1 - The article discusses the emotional and social value derived from spending on virtual characters and idol culture, highlighting how these expenditures serve as a coping mechanism for young individuals facing real-world pressures [1][2][12] - It emphasizes the shift in spending priorities among younger generations, where emotional consumption is prioritized over traditional necessities, reflecting a clear value hierarchy in their spending habits [1][12] - The narrative illustrates personal experiences of individuals who invest significantly in virtual goods and idol interactions, showcasing the psychological benefits and emotional support they derive from these activities [3][13][28] Group 2 - The underground idol culture in China is thriving, with young fans engaging in live performances and personal interactions with idols, which provide a sense of community and emotional fulfillment [13][16][22] - The phenomenon of "cutting" or taking photos with idols after purchasing special tickets highlights the unique emotional connections formed between fans and idols, which are often absent in their real-life relationships [16][20] - The financial commitment to idol culture is substantial, with fans spending thousands on tickets and merchandise, indicating a willingness to invest in experiences that enhance their emotional well-being [17][24][28] Group 3 - The rise of otome games (female-targeted romance simulation games) reflects a growing trend in the gaming industry, where players seek emotional engagement and self-exploration through virtual relationships [28][29] - Players often find solace and encouragement in the narratives of these games, which can provide valuable life lessons and emotional support during challenging times [29][40] - The financial investment in these games is seen as worthwhile by players, as they believe the emotional and psychological benefits outweigh the costs, leading to a shift in how spending is perceived [39][40]