Type | Other | Genre | Game |
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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
topceleV