Hololive Dreams
Game
3 documents in the library are about Hololive Dreams, from writers such as AppMagic, CyberAgent and Sensor Tower. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Hololive Dreams, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Hololive Dreams
The First $1M: What 158 Mobile Games Tell Us About Launching in 2026
This analysis examines the performance of 158 mobile games released between January 1 and October 13, 2026, that achieved $1 million in lifetime in-app purchase revenue by October 17, 2026.
- Reaching the first $1M in revenue quickly is not a reliable predictor of long-term success, as slower-starting titles like 'Jelly Busters' (144 days to $1M) can eventually outperform fast-starters like 'NTE' (1 day to $1M) in monthly revenue.
- Puzzle games take significantly longer to reach the $1M milestone—a median of 126 days compared to 62.5 days for RPGs—but they achieve higher median lifetime revenue of $4.3M versus $2.0M for RPGs.
- IP-based games reach the $1M milestone much faster than original titles, with 48% of IP games hitting the target within 30 days compared to only 6% of original games.
Japan Gaming 2026: The Games, Strategies, and IP Defining a Global Powerhouse
Japan remains one of the world's most valuable yet mature gaming markets, with a profile built on high spending per player rather than install volume.
- Japan’s mobile gaming market generated over USD $10 billion (¥1.56 trillion) in IAP revenue over the 12 months ending July 2026, maintaining its status as the second-largest market in Asia despite a 5.1% year-over-year revenue decline.
- Mobile game downloads in Japan reached 585 million in the 12 months ending July 2026, a 5.4% year-over-year decrease that reflects a mature market prioritizing high-value engagement over new user acquisition.
- The title 'eFootball' became Japan’s highest-grossing mobile game from January through July 2026, driven by World Cup-related live operations that contributed to an 8% growth in the realistic sports subgenre.
Q1 FY2026 Presentation Material
CyberAgent's first-quarter results for fiscal 2026 (October to December 2025) set a record for a first quarter, and they show a business whose growth now rests on gaming and content rather than advertising.
- CyberAgent achieved record-high consolidated sales of 232.3 billion yen in Q1 FY2026, reaching nearly 47% of its annual operating profit target in the first three months.
- The Game segment drove performance with a 69.2% year-over-year sales increase and a fivefold surge in operating profit, largely fueled by the global success of Jujutsu Kaisen Phantom Parade.
- AbemaTV reached a key milestone by achieving independent profitability within the Media & IP segment.
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