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Korean Subculture Games Prioritize Japan as Initial Launch Market

Summary

Korean Subculture Games Prioritize Japan as Initial Launch Market
Type Other Genre Game

Detail

 

 

Korean Subculture Games Prioritize Japan as Initial Launch Market

 

Korean game companies are increasingly adopting a strategy of launching new subculture titles first

in the Japanese market, using it as a testing ground to validate character driven IPs This trend offers

practical insights into global expansion strategies for character based content.

 

 

 

♦ Strategic Focus on Early Launch in Japan

  • Japan’s strong consumer loyalty to character based games and its mature subculture environment make

    it a natural fit as a pre launch validation market.

  • A growing number of Korean developers are choosing Japan as the initial release region for new 

    subculture titles


♦ Notable Cases

  • Drimage --“OZ Re Light" 

    → Received favorable feedback in March 2024 beta test with 96 replay intention scheduled for official

         release in August 2024  Offline fan event featuring voice actors planned in Akihabara.

  • NHN -- "Abyssdia"

     → Set for initial release in Japan this summer Incorporates music focused “tuning" concept via OST

          projects and virtual streamer collaborations tailored to Japanese subculture fans. 

  • Webzen -- "Terbis"

    →  Actively engaged in Japanese market through participation in Comic Market and cosplay events,

          with merchandise sellouts during the 2023 winter season Post CBT development now focused on

          content refinement.

 

♦ Benchmark Case: Nexon Games “Blue Archive”

  • Launched first in Japan in 2021, the game initially struggled against competitors but achieved No.1 in

    App Store sales by its second anniversary.

  • Its long-term update strategy contributed to success on Steam and in Korea, now serving as a model

    case for the Japan-first approach.

 

♦ Market Analysis

  • Japan shows high acceptance of gacha-based monetization models. 

  • Revenue per download in Japan is reported to be approximately four times higher than in the U.S.,

    underscoring its profitability for character-driven games.


♦ Considerations When Planning a Japan-First Launch

  • Substantial costs for localization, celebrity voice actors, and large-scale promotional events.

  • Market entry is highly competitive, with major local publishers, popular Chinese titles, and other

    successful Korean games already present.

  • Requires careful adaptation to Japanese user preferences and community expectations.

 

 

Source

topceleV. (2025. 7. 29)

Link : https://www.topcelev.co.kr/news/articleView.html?idxno=2038