Abstract
While "social games" and "oshi-katsu" are widely practiced today, academic research on these subjects remains
insufficient. In particular, the definition and scope of the term "social games" are highly ambiguous, and also lead to a
divergence from its original meaning. Against this background, this study proposes "gacha-based mobile-centric games" as
a new analytical category distinct from conventional "social games." Furthermore, by conducting a structural analysis of the
game mechanics within this category, this study elucidates how these structures align with "oshi" consumption and how they
form interlinked patterns of consumption.