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Report
1 pages
Video Game Industry Inspection Mission: Canary Islands
Nippon Ichi Software will issue 1,882 stock options on 22 July 2025, with each option representing 100 shares.
The exercise price for the new stock options is set at ¥89,600 per option, or ¥896 per share.
The allocation targets a broad range of internal stakeholders, including 560 options for company directors and 1,097 for employees.
Investment
Mergers & Acquisitions
Japan
PROEXCA
Jul 2025
Presentation
33 pages
FY2025.3 4Q Financial Results Presentation: Round One Corporation
Round One Corporation reported its financial results for the fiscal year ended March 2025, covering the period through the fourth quarter of FY2025.
The financial briefing took place on May 12, 2025, via a 60-minute webcast presentation.
The presentation session lasted 37 minutes, followed by a 23-minute Q&A segment.
Market Analysis
Investment
Arcade
+1
Round One Corporation
May 2025
Report
4 pages
Top Game Creators Academy: 入学式/懇親会を開催しました
The Top Game Creators Academy (TGCA) launched on 25 April 2025 to develop globally competitive original IP through a two-year intensive mentorship program.
The cohort consists of 10 teams—5 groups and 5 individuals—supported by a network of 35 advisors, including 16 specialty experts and 9 business consultants.
Mentorship is provided by industry leaders from major studios, specifically Bandai Namco, Capcom, and Square Enix.
Game Development
Funding
Employment
+2
CESA – Computer Entertainment Supplier's Association
May 2025
Presentation
46 pages
Consolidated Financial Results Briefing Materials: FY3/25
Akatsuki Inc. achieved a 46% year-over-year increase in consolidated operating profit to ¥3,915 million for FY3/25, despite a 1% decline in total sales.
The company maintains ¥33.3 billion in cash reserves to fund a ¥35 billion growth investment plan over the next three years, targeting M&A and next-generation game development.
Shareholder returns are increasing as the target Dividend on Equity (DOE) has been raised from 3% to 4% due to strong liquidity and a positive outlook.
Investment
Market Analysis
Japan
Akatsuki
May 2025
Report
45 pages
Game Developer Employment: Career Formation of Student Game Creators 2019 Survey 2025
A significant gender divide exists in career aspirations, with game creator ranking as the top choice for male elementary and middle school students while placing nineteenth for females.
The appeal of a game development career for males remains consistently high, appearing in the top two career choices for students from grade three through nine.
Approximately 80% of higher-education students interested in game creation view the role as a professional career path rather than a hobby or secondary activity.
Employment
Diversity & Inclusion
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2025
Report
37 pages
UK Interactive Entertainment Japan Market Report 2025
Japan generates 9.1% of global game revenue from only 2.2% of the global player base, with an average per-player spend of $223 compared to $145 in the UK.
The PC and console segment, excluding mobile and Nintendo platforms, represents a $2.5–3.0 billion market opportunity for developers.
PC gaming revenue in Japan grew 16.2% year-over-year in 2024, significantly outpacing the 4.4% global growth rate, though this momentum faces headwinds from a weakening yen.
Market Analysis
Japan
Player Demographics
+1
UK Interactive Entertainment
Jan 2025
Report
37 pages
Japan Market Report 2025
Japan generates 9.1% of global games revenue from only 2.2% of the global player base, with an average revenue per user of $223 compared to $145 in the UK.
International stakeholders have a $2.5 to $3.0 billion market opportunity when excluding mobile and Nintendo platforms, which currently command 70% of console hardware dominance.
Japanese gamers prioritize narrative depth, character design, and solo play, contrasting with Western preferences for open worlds, high-end graphics, and competitive multiplayer.
Market Analysis
Player Demographics
Player Behavior
+1
UKIE – UK Interactive Entertainment
Jan 2025
Report
4 pages
Top Game Creators Academy: Tokyo Game Show 2025 Exhibition
The Computer Entertainment Association, in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, launched the Top Game Creators Academy (TGCA) in April 2025 to accelerate the development of next-generation talent.
The TGCA program utilizes a two-year pipeline structure that pairs emerging developers with active industry advisors to facilitate professional growth and global market entry.
Ten emerging developers are debuting work-in-progress titles at the Tokyo Game Show 2025 in Hall 10, representing diverse genres including 3D action, 2D puzzle platformers, horror, and rhythm-action.
Game Development
Employment
Japan
+3
CESA – Computer Entertainment Supplier's Association
Jan 2025
Report
49 pages
Mobile App Trends 2025: Japan Edition
Japan’s mobile market generated $16.5 billion in consumer spend in 2024, supported by a 7% year-over-year increase in total installs.
The finance sector is a primary growth driver, with a 50% surge in installs fueled by the adoption of payment and banking applications.
Gaming remains a stable pillar, with card games seeing a 127% increase in sessions and role-playing games maintaining 40-minute average session lengths.
Market Analysis
Monetization
Mobile
+1
Adjust
Jan 2025
Report
46 pages
Japan Game Market Insights 2025
Domestic publishers maintain a dominant market position, capturing roughly one-third of total downloads and over 50% of all in-app purchase (IAP) revenue in Japan.
Anime-style intellectual property remains the primary revenue driver, accounting for 42% of total IAP revenue between January and July 2025.
Mobile action and strategy titles accounted for 63% of total digital advertising spend during the first half of 2025.
Market Analysis
Mobile
Japan
+1
Sensor Tower
Jan 2025
Report
35 pages
Guide to Growing Chinese Gaming Apps Overseas
Video advertising is the most effective monetization channel for Chinese developers in mature markets, currently yielding a 21% Day 7 return on ad spend.
Generative AI is being deployed at scale to automate the production of localized ad creatives, voice-overs, and performance-tested copy to reduce costs and speed up regional market entry.
Long-term player retention is increasingly driven by integrating social hangout spaces, customizable home systems, and minigames into core gameplay loops.
Market Analysis
Mobile
User Acquisition
+6
EA
Jan 2025
Report
74 pages
Japan’s World of Gaming & Influencer Marketing 2025
Japan’s gaming market is valued at $26.3 billion in 2024 and is projected to exceed $60 billion by 2033, supported by 55.5 million players and the world's highest average revenue per user at approximately $580.
Mobile gaming currently accounts for 75% of consumer spending, with a projected rebound to $21 billion by 2025, while the PC sector maintains a robust 8.8% annual growth rate.
Domestic leaders Sony and Nintendo maintain market dominance by leveraging iconic intellectual properties and a strong cultural preference for narrative-heavy RPGs and adventure titles.
Market Analysis
Marketing
Player Behavior
+1
Nintendo
Jan 2025
Report
1 pages
CEDEC 2025 Schedule Announcement
CEDEC 2025 will take place from July 22–24, 2025, shifting the conference approximately one month earlier than its traditional late-August schedule.
The call for session proposals opens on January 6, 2025, with a strict submission deadline of February 17, 2025, at 10 a.m. JST.
Selection results for proposed sessions will be communicated to applicants in late March 2025.
Marketing
Game Publishing
Game Development
+1
Computer Entertainment Developers Association
Sept 2024
Report
53 pages
Mobile App Trends 2024: Japan Edition
The Japanese mobile market generated $17.9 billion in consumer spending in 2023, with Q1 2024 showing a 3.5% increase in spending and a 3% rise in downloads.
Mobile gaming remains the primary revenue driver, with RPGs capturing nearly 50% of consumer spend and simulation games achieving session lengths exceeding 40 minutes.
Finance apps experienced a 53.5% surge in spending in early 2024, while e-commerce apps reached a first-month lifetime value of $9.67, nearly double the global median.
Market Analysis
Player Behavior
Mobile
+1
Sensor Tower
Mar 2024
Report
4 pages
第10回 お客様対応事例座談会〜「CS運営の課題と対応事例」および CS課題に関するワークショップ
The Computer Entertainment Association (CECA) is hosting a customer support forum on March 19, 2024, focused on AI integration and managing customer harassment.
The event is restricted to CECA member firms, with a pre-registration deadline of March 8, 2024.
The program features case-study presentations and small-group workshops of six to seven participants to facilitate peer-to-peer knowledge sharing.
Quality Assurance
Market Analysis
Japan
CESA – Computer Entertainment Supplier's Association
Feb 2024
Report
17 pages
Causal Effect of Video Gaming on Mental Well-Being in Japan 2020–2022
Winning a gaming console lottery during the 2020–2022 Japanese supply shortages reduced psychological distress by 0.1 to 0.6 standard deviations, establishing a positive causal link between gaming and mental well-being.
The positive impact of video games on mental health and life satisfaction follows a threshold effect, with benefits beginning to decline after three hours of daily play.
Nintendo Switch ownership provides the most pronounced well-being improvements for adolescents and female users, while the PlayStation 5 yields stronger benefits for adult males and dedicated gamers.
Player Behavior
Japan
Springer Science and Business Media LLC
Jan 2024
Report
42 pages
ゲーム開発者の就業とキャリア形成 2024
Over 80% of game developers with formal vocational or university education in Japan received a salary increase in 2024.
The trend of rising earnings is consistent among full-time employees, with approximately 80% reporting wage growth over the past year.
Formal academic credentials serve as a significant predictor of wage growth, as employers prioritize these qualifications when determining compensation adjustments.
Salary
Employment
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2024
Report
30 pages
Insight into 2024 Marketing Trends for Japanese Mobile Games
Japanese firms dominate the domestic market, holding nine of the top ten revenue spots on the App Store, while Chinese developers account for 30% of the top 100 grossing titles.
RPG titles are the most lucrative genre in Japan, representing 32% of the top 100 revenue-generating games on Google Play.
Marketing in Japan is characterized by low creative turnover, with only 62.23% of advertisers using new creatives and a total new creative volume of 29.77%, both significantly below global averages.
Marketing
Advertising
User Acquisition
+2
SocialPeta
Jan 2024
Report
30 pages
State of Mobile Games in Japan
Japan’s mobile gaming market generated approximately ¥2.5 trillion in total in-app purchase (IAP) revenue during the first seven months of 2024.
Established intellectual properties remain the primary revenue drivers, with titles like Fate/Grand Order, eFootball, Pokémon GO, and the One Piece franchise collectively accounting for over ¥1 trillion in earnings.
Advertising-derived income grew by 35% year-on-year, now representing 8% of total mobile gaming revenue, fueled by user acquisition campaigns on YouTube, TikTok, and Instagram.
Market Analysis
Mobile
Japan
Sensor Tower
Jan 2024
Report
6 pages
GungHo Online Entertainment Business Report Vol. 42
GungHo has successfully pivoted to a global business model, with overseas sales now accounting for 64.1% of total revenue as of late 2024.
Consolidated net sales declined from 125.3 billion yen in 2023 to 103.6 billion yen in 2024, though the company maintains a strong capital-to-asset ratio of 75.9%.
The Ragnarok IP, managed by subsidiary Gravity Co., Ltd., has scaled significantly, growing from 5 billion yen in annual sales in 2008 to approximately 50 billion yen today.
Market Analysis
Japan
GungHo Online Entertainment
Jan 2024
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