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Report
9 pages
Longitudinal Survey Report on Gaming Disorder: Japan
Increased weekly gaming hours serve as a significant predictor for higher gaming disorder scores, with standardized coefficients of .12 for elementary students and .11 for middle-school students.
Gaming hours and daily-life problems, such as disruptions to sleep and meals, create a negative feedback loop where each factor mutually reinforces the other.
Gaming disorder symptoms do not appear to influence or increase future weekly play time, suggesting that excessive play is the primary driver of disorder rather than a consequence of it.
Player Behavior
Player Demographics
Japan
+1
CESA – Computer Entertainment Supplier's Association
Jan 2024
Report
95 pages
Integrated Report: Value Creation Story 2023
DeNA is pivoting from a hit-driven gaming model to a diversified 'Serve' strategy, focusing on healthcare, digital transformation, and urban development to ensure long-term sustainable growth.
The Healthcare & Medical segment is a primary growth engine, targeting ¥20 billion in revenue by FY2024 by leveraging a health database of 18 million people and medical IoT expansion.
Consolidated revenue for FY2022 reached ¥134.9 billion, with the gaming segment experiencing declines that are now being addressed through a global pipeline of major IP partnerships with Nintendo and Shueisha.
Market Analysis
AI
Japan
+1
DeNA Co., Ltd
Sept 2023
Report
3 pages
NHK Enterprise's 'Kami-Ge Creator Evolution' Succeeds Japan Game Awards 'Amateur' and 'U18' Divisions
NHK Enterprise has integrated the Japan Game Awards’ Amateur and U18 divisions into its 'Kami-Ge Creator Evolution' contest, effective from 2024.
The 2024 competition timeline spans from February 1 to a final event in December, featuring a multi-stage evaluation process including video submissions in July and game submissions in October.
The contest is open to all applicants regardless of age, nationality, or organizational status, with specific categories for general amateur creators and those aged 18 or younger.
Game Development
Employment
UGC
+2
CESA – Computer Entertainment Supplier's Association
May 2023
Report
4 pages
スペイン、カナリア諸島の州政府機関から「ビデオゲーム業界視察ミッション」のご案内
The Canary Islands government is hosting a business mission for Japanese video game and animation firms from October 9–15 to promote the region as a strategic production hub.
The mission covers all travel expenses, including economy-class airfare, accommodation, meals, and local transport, for qualified Japanese companies interested in expansion or outsourcing.
The Canary Islands offer a competitive business environment featuring reduced corporate tax rates and specific financial incentives for game development, animation, and film production.
Game Development
Investment
Funding
+2
CESA – Computer Entertainment Supplier's Association
May 2023
Report
1 pages
New Generation Game Creator Contest: Kami‑Game Creator Evolution Broadcast Notice (Japan)
NHK Enterprise is launching the inaugural 'Kami-Game Creator Evolution' contest to identify and nurture emerging game development talent across Japan.
The contest's televised finale will broadcast on NHK General on February 23, 2023, at 23:45, with simultaneous streaming on NHK Plus, NHK On-Demand, YouTube, and Niconico.
The project, endorsed by the Computer Entertainment Association, ran its nationwide entry phase between December 2022 and January 2023.
Game Development
Japan
NHK Enterprise
Feb 2023
Report
15 pages
Japanese Esports on the Rise: Five Teams to Watch
Japan's esports market reached $77 million in 2022, marking an 11% growth following the 2019 removal of restrictive anti-gambling laws and the establishment of the Japan Esports Union (JeSU).
Non-endemic brand involvement is surging, evidenced by companies like Nissin Foods entering the space and sponsorship fees increasing tenfold over the last five years.
Leading organizations including Crazy Raccoon, DetonatioN FocusMe, FENNEL, SCARZ, and ZETA DIVISION are operating as lifestyle brands to monetize through merchandise, content partnerships, and sponsorships.
Esports
Market Analysis
Investment
+1
Niko Partners
Feb 2023
Report
50 pages
Mobile App Trends 2023: Japan Edition
Japan's mobile market recovered in Q1 2023 with a 12% surge in consumer spending to $4.65 billion, driven largely by the gaming sector's $3.14 billion contribution.
The Japanese advertising landscape is shifting toward Connected TV (CTV), with the market projected to reach 169.5 billion yen by 2025 as household ownership hits 30 million.
Fintech adoption is accelerating rapidly in Japan, highlighted by a 134% quarterly increase in installations for crypto-related applications.
Market Analysis
Player Behavior
Mobile
+1
Adjust
Jan 2023
Report
84 pages
DeNA Integrated Report 2022
DeNA is pivoting toward a dual-pillar strategy of 'Entertain' (Games and Live Streaming) and 'Serve' (Healthcare and Sports) to balance stable cash flow with high-growth sectors.
Fiscal year 2021 financial results included 30.5 billion yen in profit attributable to owners and a 13.2% return on equity.
The Game Business revenue declined to 74.7 billion yen due to a lack of new hits, while the Live Streaming segment grew 1.4x and the Healthcare segment achieved its first quarterly profit.
Market Analysis
Japan
Mobile
+1
DeNA Co.
Sept 2022
Report
34 pages
Japan Mobile App Trends 2022: Essential App Performance Benchmarks and Insights
The Japanese mobile market saw a 19% increase in total installs and a 12% rise in user sessions between 2020 and mid-2022, driven primarily by a 52% year-over-year surge in gaming installs.
Hyper Casual and RPG titles dominate the gaming sector, accounting for 15% and 13% of total installs respectively.
E-commerce and Fintech are experiencing significant engagement growth, with sessions rising 29% and 13% respectively compared to 2020 benchmarks.
Market Analysis
Mobile
Japan
+1
Adjust
Aug 2022
Presentation
43 pages
1Q FY2022 Presentation Material: October to December 2021
CyberAgent’s consolidated sales reached 171 billion yen in 1Q FY2022, with operating profit nearly tripling to 19.8 billion yen.
The Game business segment saw sales nearly double to 58.3 billion yen, driven by the success of 'Uma Musume Pretty Derby' which exceeded 12 million downloads.
Operating profit for the Game segment grew 15.1-fold year-over-year, though management remains cautious about full-year forecasts due to gaming market volatility.
Market Analysis
Advertising
Game Publishing
+1
CyberAgent
Jan 2022
Report
34 pages
Japan Mobile App Trends 2022
The Japanese mobile market saw a 19% surge in total installs between 2020 and 2022, with the gaming sector experiencing a dominant 52% growth rate.
Connected TV (CTV) is a critical emerging channel in Japan, projected to reach 23.2% user penetration and ¥58.8 billion in ad spend by 2024.
Simulation games have become highly efficient for developers, offering lower acquisition costs and superior return on ad spend compared to traditional puzzle games.
Market Analysis
Mobile
Japan
Adjust
Jan 2022
Presentation
55 pages
FY2021 Presentation Material
CyberAgent achieved record-breaking FY2021 performance with 666.4 billion yen in consolidated sales and a 104.3 billion yen operating profit, representing a more than threefold increase.
The Game business was the primary profit driver, recording 68.6% year-over-year growth fueled by the commercial success of Uma Musume Pretty Derby.
WINTICKET captured 25% of the Keirin online betting market and tripled its transaction volume, significantly contributing to reduced operating losses in the Media segment.
Market Forecast
Monetization
Advertising
+1
CyberAgent
Oct 2021
Presentation
50 pages
3Q FY2021 Presentation Material: April to June 2021
CyberAgent’s consolidated sales grew 70.3% year-over-year to 192.2 billion yen in 3Q FY2021, with operating profit increasing more than fivefold to 44.5 billion yen.
The 'Uma Musume Pretty Derby' game drove a 151.7% increase in gaming segment sales and a 480% surge in operating profit, reaching nine million downloads within five months of launch.
Driven by the success of 'Uma Musume', CyberAgent revised its full-year forecasts upward to 650 billion yen in sales and 100 billion yen in operating profit.
Market Analysis
Advertising
Game Publishing
+1
CyberAgent
Jul 2021
Report
21 pages
Market Snapshot: Q1 2021 US, China & Japan
In Q1 2021, mobile gaming genre preferences diverged globally: US markets favored simulation games, Japan saw a shift from RPGs to sports titles led by Cygames’ Uma Musume Pretty Derby, and China moved toward shooter games.
Roblox Corporation established itself as the top-grossing publisher in the US market during Q1 2021.
Monetization strategies varied by region, with collectible albums appearing in over 70% of top-grossing US games, battle passes in over 25% of top-grossing Japanese titles, and special gacha mechanics in 30% of top-grossing Chinese games.
Market Analysis
Mobile
USA
+2
GameRefinery
Apr 2021
Presentation
52 pages
2Q FY2021 Presentation Material: January to March 2021
CyberAgent’s consolidated sales grew 26.6% year-over-year to 163.4 billion yen in 2Q FY2021, with operating profit doubling to 25.8 billion yen.
The Game business reached record quarterly sales of 63.9 billion yen, driven primarily by the launch of 'Uma Musume Pretty Derby,' which surpassed five million downloads in 45 days.
Due to strong gaming performance, CyberAgent raised its full-year sales forecast to 600 billion yen and nearly doubled its projected operating profit range.
Market Analysis
Advertising
Japan
CyberAgent
Apr 2021
Presentation
44 pages
1Q FY2021 Presentation Material: October to December 2020
CyberAgent achieved record-high consolidated sales of 131 billion yen in 1Q FY2021, a 13.3% year-over-year increase driven by strong performance in the Media and Advertising segments.
The Media segment grew revenue by 67% to 20.4 billion yen, bolstered by ABEMA’s premium subscriber base exceeding 921,000 users and an elevenfold increase in WINTICKET transaction volume.
The Game business experienced a 15% revenue decline to 29.9 billion yen and a 77.8% drop in operating profit, attributed to seasonal factors and increased marketing spend.
Advertising
Marketing
Market Analysis
+1
CyberAgent
Jan 2021
Report
30 pages
Mobile Game Genre Report: Role-Playing Games 2021
Mobile RPGs generated $18.5 billion in 2020, representing nearly 25% of total mobile gaming revenue.
The market is heavily concentrated in East Asia, with China, Japan, and South Korea accounting for over 70% of global RPG earnings.
Approximately 50% of top-performing RPG titles rely on established intellectual properties, such as the Marvel franchise, to drive player acquisition and revenue.
Market Analysis
RPG
Mobile
+5
Pangle
Jan 2021
Report
1 pages
Survey on Games and Daily Life: Japan
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Player Demographics
Player Behavior
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2021
Report
20 pages
Market Snapshot: Q2 2021 US, China & Japan
Live-service feature updates increased by 37% year-over-year, with Strategy games leading the surge at 208% growth.
Engagement tactics are shifting toward non-recurring live events and limited-time in-app purchase offers, which saw frequency increases of 143% and 122% respectively.
In the US, the Strategy genre grew while the Puzzle genre declined, with Supercell emerging as a top-performing publisher.
Market Analysis
Mobile
USA
+3
GameRefinery
Jan 2021
Presentation
54 pages
FY2020 Presentation Material
CyberAgent achieved record FY2020 performance with 478.5 billion yen in sales and 33.8 billion yen in operating profit, marking year-over-year growth of 5.5% and 9.9% respectively.
The Game business served as the primary growth engine, generating 155.8 billion yen in sales driven by legacy titles and the successful launch of Project SEKAI, which reached two million users in three weeks.
The Media segment, anchored by ABEMA, grew annual sales by 22.6% to 57 billion yen, supported by a cumulative base of over 59 million downloads.
Market Forecast
Marketing
Advertising
+1
CyberAgent
Oct 2020
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