Category Archives: Mobile Games In Japan

Japan Has A “Secondary Market” – For Servicing Mobile Games

There can be no doubt Japanese companies lead the world when it comes to understanding that free-to-play mobile games are actually services that never end. As such, live operations are viewed as a key activity in the mobile game industry’s value chain and taken very seriously over here. For the uninitiated, servicing a given mobile game includes…

Report: Size Of Japan’s Console Gaming Market Drops To $2.6 Billion In 2016

Today, Japan’s biggest video game magazine Famitsu published (JP) new stats showing that the country’s market for console gaming continues to shrink. According to Famitsu, the combined sales in Japan for video game hard- and software amounted to US$2.59 billion between December 28, 2015 and December 25, 2016. This compares to US$2.77 billion a year prior (or a minus…

Sony’s Mobile Gaming Plans: Solid, But (Probably) Not Enough

At a press conference in Tokyo today, Sony (6758) detailed its next attempt to move into the mobile gaming business. The big idea this time is to turn existing PlayStation IP into smartphone games, via a wholly owned subsidiary called Forwardworks. In my view, the 10 titles shown today can be grouped in 3 categories. Category 1…

Facebook’s Instant Games Platform Is Surprisingly Japan-Heavy

Facebook has launched Instant Games yesterday, a new HTML5 cross-platform that could lead to a new era in gaming. In a nutshell, Facebook allows developers to deploy games that run completely within the Facebook and Messenger clients (both on mobile and desktop). One tap of the user is enough, and the games start within the client…

My Own Prediction Of Super Mario Run Downloads? 1.5 Billion (Note: It’s a Free App)

As everybody reading this text will know by now, Nintendo (7974) announced Super Mario Run for iOS earlier this week. Co-developed with partner DeNA (2432), the app is supposed to go live this December. Estimate Of Future Number Of Total Super Mario Run Downloads As Nintendo’s first actual game for smart devices, I expect Super Mario Run to do…

Japan’s Mobile Game Market Tops US$9 Billion, Is (Probably) World’s Biggest

In the last days, two domestic organizations have released updates on the size of the Japanese market for mobile games in 2015. I am aware that different data sources (especially across countries) rely on different methodologies, but I have not seen any numbers that are bigger than these elsewhere (such as the US or China). If these…

How Japanese Mobile Game Makers Go After Whales: 5 Popular Gacha Mechanics

About four years after the kompu gacha shock hit Japan’s mobile game industry hard, gacha as a monetization mechanic is in the news again. This might be over soon, and I don’t intend to discuss the ethics of gacha right now (this may come soon), but please refer to my simple primer from way back in 2012…

The Major Trend In Japan’s Mobile Game Industry Now? Consolidation.

Shortly after DeNA (2432) and GREE (3632) pioneered the concept of mobile gaming as the world knows it today (free-to-play business model, bite-sized content embedded in social networks to increase stickiness, data analysis to improve monetization, etc.) in 2006/2007 on feature phones, a flood of new developers entered the Japanese market. The acceptance of local users to consume and pay for…