Cross Marketing Inc. (Headquarters: Shinjuku-ku, Tokyo; President and CEO: Miki Igarashi; hereinafter 'the Company') will hold a seminar on Wednesday, April 15th.

Click here for details and registration: https://www.cross-m.co.jp/seminar/20260415?utm_source=pr

Seminar Content For the younger generation, playing games is no longer just 'personal entertainment' but has evolved into 'communication within a community' through calling apps and SNS itself.

What governs their game choices and spending behavior is not solely official promotions. It is believed to be heavily influenced by 'invisible, unique trends' existing within narrow communities such as classmates or fixed online groups, and the presence of 'close influencers (community influencers)'.

In this seminar, we invite Mr. Takashi Omori from LY Corporation to thoroughly analyze the 'reality of youth gaming communities' across different life stages—from middle school, high school, university students, to new working adults undergoing drastic lifestyle changes—using the latest research from LINE Research.

In today's gaming market, where user behavior easily synchronizes at the community level, what is needed to make users love a title for a long time and maximize LTV (Life Time Value)? We will deliver hints on 'marketing rooted in human relationships of users' that game makers need to grasp, along with the latest survey data.

Program 1. What is LINE Research? 2. How to use LINE Research and GEM (specialized gaming database) differently 3. Introduction of LINE Research survey results - Main communities gamers belong to and how they enjoy them - Influence and appeal of gaming communities - The true identity of community influencers 4. Q&A

*What is GEM (Specialized Gaming Database)? https://www.cross-m.co.jp/service/marketing-research/gem

Recommended for: - Marketers and producers at game publishers targeting youth - Promotional staff who feel it is difficult to acquire new users or spread word-of-mouth through official announcements and ads alone - Those who want to encourage conformity consumption among peers and strengthen monetization - Those involved in the gaming business

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  • Source: PR TIMES
  • Category: Event