Line
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Documents about Line
Report10 pages
Toxicity and the Bottom Line: The Impact of Hate and Harassment on Player Retention and In-Game Purchases
Toxicity and harassment in online gaming environments significantly impact player retention and monetization, creating a direct financial incentive for studios to prioritize trust and safety.
- Toxicity directly suppresses revenue, as 19% of players spend less money and 21% reduce their overall playtime to avoid harassment.
- Safety is a critical player priority, with 75% of the 2,408 surveyed gamers identifying protection from hate and harassment as a high priority.
- Harassment causes significant engagement loss, with 44% of players disabling voice chat, 31% abandoning active matches, and 27% leaving lobbies to avoid abuse.
Take ThisJan 2024
Report21 pages
Interview with Game Expert at Line Studio: Japan Market Insights
The Japanese gaming market is currently undergoing a significant transition, favoring short-session, casual experiences over traditional, high-intensity titles.
- Japanese mobile gaming is shifting toward lighter genres, with puzzle, strategy, and simulation titles now accounting for approximately 30% of all downloads.
- Cross-platform functionality is a critical market requirement, as 39% of Japanese gamers now actively play across two or more platforms, including mobile, console, and PC.
- Korean 'sub-culture' titles like Blue Archive, Goddess of Victory: NIKKE, and Lineage W have successfully penetrated the market by combining moe-style character designs with high-polish visuals and short-session playability.
KOCCA – Korea Creative Content Agency