Japan’s mobile gaming market is the world’s oldest and most mature, but it still continues to grow. That is according to the newest numbers from Japan’s Mobile Content Forum (MCF), an industry association based here in Tokyo. The MCF says that the Japanese market for games delivered on mobile...
The Pokemon Company Hits Record Profits In 2020
The Pokemon Company (TPC) is seeing record numbers and has, for the first time, its sales numbers disclosed to the public (JP). According to the Japanese government’s Official Gazette, TPC recorded the following financial performance for the fiscal year that ended on February 28, 2021 (numbers...
TV Documentary About Esports In Japan
In September 2019, I was interviewed by TV station Channel News Asia as part of a documentary on the topic of esports in Japan. The (well-made) documentary was aired the same year but was just recently made available online in a format that allows me to embed it below. My part starts at the 17:55...
GLOBAL GAME BUSINESS TRENDS IN 2021 (PREDICTION)
Game industry news site GamesIndustry.biz asked analysts (including myself) for predictions how we think about the gaming business in 2021. Here is a repost from my contribution to their article: Switch Pro launches Yes, I know, I know. I predict a beefed-up 4K device is coming...
Price Breakdown Of A $70 Video Game: Digital Vs Physical
One of the three client groups I serve with my consultancy Kantan Games Inc. is financial institutions interested in the gaming industry. A common question over the last decade from investors has been: “What is the share for digital versus physical video game sales among publishers and retail...
Attach Rates VS Tie Ratios (And Why You Should Forget Tie Ratios Today)
Attach rate and tie ratio are terms that are often used interchangeably in the global gaming industry – even though they shouldn’t be. Generally speaking, games have attach rates – while consoles have tie ratios. Nothing in the following is rocket science, but I am trying to...