
There’s a trap that UA managers for IAA games — games that monetize through ad revenue — fall into more often than they realize. Treating installs and ad impressions as the same metric. When a campaign is run on CPI, “installed user” and “user who watches ads” get conflated. But CPI is a model where…

The numbers looked fine. CPI was under target. Installs came in. The reward tasks got completed. But then nothing happened. Retention nor revenue hit the target. The cohort LTV drew almost a perfect horizontal at D30. The honest answer for this, in most cases, is not the network. It is not the creative. And it…

Japan is the world’s second-largest market for mobile game marketing spend. $1.8 billion on iOS, $1.2 billion on Android. (AppsFlyer, 2024) Most global advertisers enter Japan through Google and Meta. And most of them walk away wondering why results fell short. The reason is straightforward. Japan’s UA ecosystem has a layer that global advertisers can’t…

A user installs your game through a reward campaign, completes a few tasks, and collects the advertised prize. Then they leave. Sound familiar? This is the most common failure mode in reward UA for IAP games. The event drives installs and task completions — but it never converts users into payers. LTV stays flat. ROAS…

We’ve covered why Japan matters, and how Japanese users actually behave inside reward campaigns.Now it’s time to get practical. A campaign without a blueprint is a budget without a direction. Every marketer running CPE campaigns eventually faces the same question: “What in-game action should I set as the conversion point — and when?” That single…

It’s 8 AM on Tokyo’s Yamanote Line. Most passengers are staring at their phones. One is finishing a game event they didn’t complete yesterday. Another is still playing an RPG they discovered through a Poikatsu campaign last month — they started for the points, but now they just enjoy it. A third is racing to…

Most UA managers look at Japan, see high CPI, and move on. That instinct is costing you one of the most profitable markets in mobile. The Japan Paradox Japan represents just 2.2% of global players, yet drives 9.1% of global game revenue. (Newzoo, 2025) It is not a scale market. It is a value…

「 噛めば噛むほど味が出る」— The more you chew, the more flavor comes out.There is a Japanese Idiom that says this. Games are similar.At first, the goal was the points. But as players level up, grow their characters, and clear stages one by one, there comes a moment when the points are forgotten. The game itself becomes the…