South Korea stands out, with almost one-fifth of mobile role-playing gamers there being students.
Source: Mobile Game Genre Report: Comparing & Contrasting Eastern and Western MarketsEstimate for PC, PlayStation, and Xbox games covering 37 markets.
Source: Key Insights into Role-Playing Games (RPGs)Newzoo Expert now offers PC and SHADOWLANDS console game revenue data, allowing you to track 900+ games' performance.
Source: Key Insights into Role-Playing Games (RPGs)The three Eastern Asian markets contributed to more than 70% of the global RPG revenues in 2020
Source: Mobile Game Genre Report: Comparing & Contrasting Eastern and Western MarketsNEWZOO’s revenue data, combined with engagement (MAU, DAU, lifetime players) and viewership FINALFANTASY.XIV data for 10,000+ games can help you build, benchmark, and market a successful game!

This image displays a 2022 Global Games Market Report, which highlights a total market revenue of $223 billion. It features a choropleth map visualizing the distribution of these gaming revenues across different countries worldwide.

9% Community Gamers

9% Time Fillers

This image is a donut chart representing the proportion of "Payers" within a gaming audience. The visual highlights a specific segment of the user base that contributes financially to the game, though it lacks specific numerical data or labels to define the exact percentage.

This image displays a data point from a game industry report indicating that "Motivation 3" accounts for 26% of the total, represented by a purple bar chart.

This image displays a single data point from a game industry report, indicating that "Motivation 2" accounts for 29% of the total responses or distribution being measured.
Akatsuki Inc. reports consolidated financial results for the first half of fiscal year ending March 31, 2026 (April 1–September 30, 2025). Net sales fell 20.6 % YoY to ¥9,915 million, while operating profit declined 42.4 % to ¥1,724 million; ordinary profit dropped 42.7 % to ¥1,676 million, yet net income attributable to parent rose 31.4 % to ¥1,853 million, driven by a higher comprehensive income of ¥2,269 million versus ¥1,499 million the prior year. Profit per share diluted increased from ¥97.85 to ¥128.56. Total assets grew to ¥59,400 million, with net assets rising to ¥42,995 million and equity ratio improving to 71.9 %. Cash flows from operating activities were modest at ¥369 million, while investing cash outflows of ¥5,433 million reflected significant purchases of investment securities and intangible assets. Financing activities generated net inflows of ¥1,775 million, offset by dividends paid of ¥795 million. Segment analysis shows the Games and Comics business experienced a 23.2 % sales decline to ¥9,257 million and a 41.2 % profit drop, whereas the Entertainment and Lifestyle segment grew sales by 76.1 % to ¥649 million, achieving a 90.7 % profit increase. The Others segment recorded a sharp sales decline and continued losses. The report notes significant consolidation changes: six new subsidiaries, including CRAYON Inc., were added; Akatsuki Fukuoka was liquidated. Goodwill increased by ¥4,316 million due to acquisitions of Natee and PAPABUBBLE JAPAN. No full‑year forecasts are provided, reflecting uncertainty in the Games and Comics market and ongoing investment plans.
The briefing clarified GREE’s strategic focus for FY2017, emphasizing a concentrated investment in role‑playing games (RPGs) and an emerging virtual reality (VR) segment. The company highlighted its development pipeline—titles such as Senki Zesshou SYMPHOGEAR XD Unlimited, Rara‑MAGI, Another Eden, and A Farewell to Arms—all classified under the RPG umbrella. GREE explained that earnings for these titles hinge on content consumption patterns, with a multi‑layered approach to character development, abilities, backstories, theme music, and real‑world events designed to sustain player engagement. Release timing for the two first‑quarter titles was coordinated with co‑development partners, reflecting a collaborative approach to product launch. Regarding VR, GREE anticipates the emergence of at least two major platforms within the next couple of years and plans to partner with arcade operators and IP‑rich companies to capture early market share, positioning VR as a future earnings contributor once platforms mature. The briefing acknowledged a decline in overall coin consumption, projecting an uptick in the second quarter and urging stakeholders to monitor net sales results. GREE justified its heavy RPG focus by citing the genre’s dominance in Japan’s market scale, resilience to trend shifts, and operational efficiencies gained from concentrated development expertise. The company also outlined a forecasted ¥1.0 billion operating income decline in Q2, attributing it to planned strategic investments and cost factors such as advertising, rental expenses, and goodwill amortization. Finally, GREE expressed confidence in a game‑business earnings recovery for FY2017, with top‑line growth expected from Q2 onward, while noting that VR and other new ventures would not yet materially impact earnings within the fiscal year.
The briefing focused on GREE’s fiscal 2019 third‑quarter performance and forward outlook. The company projected a significant rise in net sales for the fourth quarter, with operating income expected to remain robust after excluding one‑time events. Management emphasized continued investment in marketing and development, noting that new titles launched next fiscal year could provide additional upside. Operating income for the third quarter exceeded forecasts largely due to stronger overseas sales of “Another Eden.” Advertising spend stayed near budgeted levels, while fixed‑cost efficiencies in the game business surpassed expectations, contributing to higher profitability. In discussing the Reality division, GREE highlighted key performance indicators such as installation numbers and persistence rates, which it considers critical for sustaining user engagement. The division plans to maintain upfront investments while maintaining healthy KPI trends, aiming to expand its market presence. The briefing covered Japan and international markets for the 2019 fiscal year, with a focus on game development and mobile services. Data points were drawn from internal financial results and operational metrics, with no external survey methodology disclosed. Overall, the company presents a positive trajectory for Q4 and beyond, driven by overseas growth, cost efficiencies, and continued investment in high‑potential titles.
The briefing clarifies GREE’s operational status and financial outlook for FY2022 third quarter, focusing on game releases, overseas distribution, user acquisition, and investment performance. Heaven Burns Red is positioned as a long‑term growth engine; the company plans to add content and implement creative training cycles, leveraging experience from titles like Another Eden. Echoes of Mana, launched April 27, 2022, has already met key performance indicators and will receive ongoing promotional support. Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana have performed strongly overseas, prompting consideration of further international launches for other titles. User acquisition and engagement for the mobile title REALITY have improved through sustained promotional activities in Japan and abroad, with notable success in North America via targeted events and functional enhancements. Financially, the company experienced a cumulative loss for the third quarter; this is attributed to a decline in the Investment and Incubation Business relative to FY2021, despite steady growth in Internet and Entertainment operations driven by new hit titles. The Investment segment’s volatility over short periods is noted as a contributing factor. Looking ahead to the fourth quarter, GREE projects operating income in the Internet and Entertainment Business between ¥2.5 billion and just under ¥3.0 billion, assuming continued strong sales of Heaven Burns Red and stable market trends for new releases. The outlook remains contingent on title performance dynamics.
The briefing outlines GREE’s strategic outlook and performance expectations for FY2023, focusing on its core gaming, metaverse, and investment activities. The company reports a stable user base for the flagship title “Heaven Burns Red,” anticipating steady earnings while continuing to develop new content. Other major titles are expected to experience a typical first‑quarter slowdown after a fourth‑quarter peak, with the company preparing anniversary events and content releases to sustain engagement through late 2022 and beyond. GREE plans to replicate the success of “Heaven Burns Red” by applying lessons learned in development and operations to future titles, emphasizing expressive design and multifaceted marketing know‑how. In the metaverse segment, profitability has reached breakeven; the firm is expanding its user base for REALITY and reinvesting profits into promotional activities to support further growth. The investment and incubation arm faces a cautious outlook for FY2023, with potential quarterly losses if exit distributions remain low despite some expected payouts. For the Internet and Entertainment Business, operating income for Q2 FY2023 is projected between ¥1.0 billion and ¥1.5 billion, reflecting moderate growth expectations amid market uncertainties. Overall, GREE’s strategy centers on leveraging proven game development expertise, expanding metaverse user engagement, and managing investment risks while targeting modest income growth in its entertainment portfolio.
The briefing clarified GREE’s strategic priorities and financial outlook for the second quarter of FY2024. Recent events for Heaven Burns Red celebrated its two‑year anniversary, generating strong performance and reinforcing the company’s focus on successful titles. The decision to discontinue support for SINoALICE was framed as a timing choice aligned with the broader development trajectory of GREE’s Game and Anime Business, indicating a shift toward more promising projects. Development activities continue to progress smoothly, though specific release dates remain undisclosed. In the VTuber segment, GREE plans aggressive investment to expand its talent pool and enhance competitiveness through its talent agencies. Talent auditions are evaluated on past streaming performance, character fit with the existing portfolio, and audience engagement capabilities. Investment business conditions are described as improving; after a period of inflated valuations—particularly in the United States—market values have stabilized, creating a favorable environment for new investments. GREE’s established network in gaming and metaverse sectors positions it to accumulate additional investment assets. Financial projections for the third quarter exclude the Investment Business, estimating consolidated operating income of approximately ¥1.5 billion. For the full fiscal year FY2024, the company forecasts consolidated operating income of roughly ¥5.0 billion under the same exclusion. These figures suggest a steady growth trajectory driven by core gaming, anime, and VTuber operations while maintaining a cautious stance on investment activities.
GREE Holdings outlines its FY2025 full‑year results and forward strategy across several business segments. In the game division, the company acknowledges the typical post‑launch decline in live‑service titles and counters it by expanding both its live‑service portfolio—leveraging a proven RPG engine—and investing in console games built on proprietary IP to create a steadier earnings base. The company reports multiple recent hit releases and anticipates further inquiries for third‑party IP adaptations, positioning itself to capture high profitability in the live‑service arena. The platform business remains growth‑oriented, with steady increases in room and gifting revenue offsetting a temporary dip in avatar sales. New avatar features are expected to revive this segment, while the company continues to push other monetization channels. In the VTuber sector, GREE pursues a two‑stage growth model: first expanding its talent roster—now about 90 talents—and then boosting sales per talent through diversified merchandise channels and nascent live‑event advertising. Sales per talent have doubled since FY2024, and the company maintains a balanced portfolio to avoid over‑reliance on any single talent. The DX business is undergoing a structural shift from one‑time project sales to recurring revenue, with modest growth projected through FY2026 as the transition completes. Investment activities in FY2026 will see increased volatility due to fund maturity and potential impairment, yet the company expects stable income streams from dividends and performance fees. Overall, GREE projects balanced returns while navigating market challenges across its diversified entertainment portfolio.
Printed in Japan This annual report is printed on recycled paper. 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 Total Games (Offline) Games (Online) Mobile Phone Content Publication Others Financial Highlights ________________________________________ 1 Disclaimer Regarding Forward-Looking Statements To Our Shareholders ____________________________________ 2 Statements in this annual report with respect to the current plans, estimates, stra...
Role-Playing Games (RPGs) represent the highest-revenue genre in the global gaming market as of 2022. The genre is characterized by deep character development, party-based mechanics, and progression systems centered on quests and combat. While RPGs are played across all platforms, they maintain a strong presence on PC and console, where they consistently rank among the top genres for monthly active users. The demographic profile of the RPG audience is predominantly male, accounting for 58% of players, and skews toward younger age groups, with 59% of the player base falling between the ages of 10 and 30. Engagement patterns reveal that RPG players are highly active, averaging 18.8 sessions per month. The genre also demonstrates significant cross-genre appeal, with high player overlap in the adventure, shooter, and battle royale categories. High magical fantasy remains the most popular thematic element, utilized by 63% of the player base, while skill and talent trees serve as the most prevalent gameplay mechanic. Monetization within the RPG space is dominated by pay-to-play models, which reach 97% of the player base, followed closely by in-app purchases at 90%. Geographically, the United States and Japan lead in monthly active users on PC and console. The genre also maintains a robust live-streaming presence, generating 205 million hours watched across platforms like Twitch and Facebook Gaming in June 2022. These insights are derived from data covering 37 markets, excluding China and India, and utilize proprietary gamer segmentation to analyze player motivations, viewing habits, and engagement metrics across the broader gaming ecosystem.
Role-playing games represent a significant pillar of the mobile gaming market, currently holding a 14% revenue share on the US iOS platform. While established titles like Raid: Shadow Legends and Marvel Strike Force maintain their positions at the top of the charts, the genre is undergoing a fundamental shift in subgenre dominance. Historically led by turn-based titles, the market is increasingly defined by high-production action RPGs. This transition is primarily driven by the massive success of Genshin Impact, which alone accounts for 10% of the total RPG market share, and the more recent launch of My Hero Academia: The Strongest Hero. Analysis of these market leaders reveals a trend toward open-world experiences, narrative depth, and console-quality production values. While both leading titles utilize action-based combat and anime art styles, they cater to different player motivations. Genshin Impact focuses on single-player exploration and skill-based mechanics, whereas My Hero Academia emphasizes social and competitive elements through synchronous and asynchronous PvP. Despite these innovations in gameplay, the genre remains anchored by character collection and gacha-based monetization. Revenue performance in the sector is heavily dictated by live operations and content updates. Data indicates that the most significant revenue spikes occur during limited-time events, particularly those introducing new characters via "banner gachas" or step-up mechanics. Furthermore, collaboration events with external intellectual properties, such as the crossover between The Seven Deadly Sins: Grand Cross and Stranger Things, have proven highly effective at engaging audiences. These findings, derived from GameRefinery’s proprietary SaaS dashboard and genre taxonomy, cover the US iOS market over a twelve-month period ending in mid-2021.
Role-playing games (RPGs) represent a cornerstone of the mobile gaming market, accounting for approximately 14% of total revenue on the US iOS platform as of mid-2021. While the genre has long been dominated by established turn-based titles like Raid: Shadow Legends and Marvel Strike Force, recent market data indicates a significant shift toward Action RPGs. This transition is driven primarily by high-production, open-world titles that bridge the gap between mobile and console-quality experiences. The primary catalyst for this shift is Genshin Impact, which alone commands over 10% of the RPG market share. Alongside the more recent launch of My Hero Academia (MHA): The Strongest Hero, these titles emphasize narrative depth, exploration, and high-fidelity graphics. While both utilize an anime art style, they cater to different player motivations: Genshin Impact focuses on single-player exploration and skill-based combat, whereas MHA integrates more competitive social elements, including synchronous and asynchronous PvP. Monetization within the genre remains heavily reliant on character collection mechanics and sophisticated gacha systems. Analysis of top-performing updates shows that revenue spikes are most frequently tied to limited-time "banner" gachas and IP collaboration events, such as the crossover between The Seven Deadly Sins: Grand Cross and Stranger Things. These events often introduce bespoke gameplay modes, such as tower defense or unique PvE challenges, to maintain engagement. The findings are based on GameRefinery’s proprietary three-layered taxonomy and a motivation framework derived from a survey of over 7000 mobile gamers across English-speaking Western markets. The data specifically covers the US iOS market for the 12-month period leading up to June 2021, highlighting a clear evolution from traditional turn-based mechanics toward immersive, open-world action experiences.
Role-playing games emerged as the dominant force in the mobile gaming industry in 2020, generating $18.5 billion in revenue and capturing over 21% of the global market share. This financial success is heavily concentrated in East Asia, specifically China, Japan, and South Korea, which collectively account for 72% of the genre's total earnings. The market is characterized by a heavy reliance on established intellectual properties from anime, film, and legacy PC franchises, which facilitate organic user acquisition and long-term retention. While Eastern markets are dominated by titles like Lineage, Western audiences gravitate toward major media brands such as Marvel and Star Wars, though original titles can achieve success through aggressive influencer marketing and high-quality creative campaigns. The monetization landscape for the genre is currently shifting toward hybrid models that integrate traditional gacha-based in-app purchases with rewarded video advertisements. Data indicates that 83% of players are receptive to opt-in ads, and developers are increasingly utilizing battle passes to diversify revenue streams beyond high-spending "whales." These strategies, combined with robust live-ops and cross-media collaborations, have proven effective in maintaining engagement among the genre's core demographic of younger, high-income males. To navigate modern privacy-related tracking challenges, successful developers are prioritizing early user value signals and optimizing for return on ad spend through interactive playable advertisements. By tailoring game design and monetization to regional preferences—leveraging data from major industry analysts—developers can better address the distinct behavioral patterns of Eastern and Western players. Ultimately, the integration of cross-platform play and sophisticated hybrid monetization remains essential for sustaining growth in this highly competitive and lucrative segment of the mobile industry.