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

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

**■ Seminar Content** For younger generations, playing games is no longer just "personal entertainment"; it has transformed into "community communication" itself through calling apps and social media.

It is believed that their game selection and in-game purchasing behaviors are governed not only by official promotions. The "invisible unique trends" existing within narrow communities, such as classmates and fixed online groups, and the presence of "close influencers (community influencers)" are heavily involved.

In this seminar, we invite Mr. Takashi Omori of LY Corporation to thoroughly dissect the "reality of youth gaming communities" across different life stages—from middle school, high school, and university students to new working adults undergoing drastic lifestyle changes—based on the latest surveys utilizing LINE Research.

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

**■ Program** 1. What is LINE Research? 2. How to effectively use LINE Research and GEM (Game Specialized Database) 3. Introduction of LINE Research survey results - Main affiliated communities and ways gamers enjoy themselves - The influence and appeal of gaming communities - The true identity of community influencers 4. Q&A Session

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

**■ Recommended for the following people** - Marketers and producers at game companies targeting younger demographics - PR representatives who feel that new acquisitions and word-of-mouth are hard to spread solely through official announcements and advertisements - Those who want to strengthen monetization by encouraging peer-driven consumption among friends - Operations managers facing the issue of users dropping out as an entire community for reasons other than the game's fun factor

**■ Event Overview** Name: [LINE Research Utilization Seminar] The Reality of Youth Gaming Communities ~From middle/high school students to new working adults: How group psychology drives play styles and the true identity of community influencers~ Date and Time: Wednesday, April 15, 2026, 14:00 - 15:00 How to participate: Online seminar via Zoom, advance registration required *Viewing URL will be sent the day before. Participation Fee: Free Click here for details and registration: https://www.cross-m.co.jp/seminar/20260415?utm_source=pr *Please note that we may decline participation from competing companies.

Moving forward, our company will continue to incorporate various methods to provide marketing research and marketing solutions tailored to our clients' needs as their marketing partner.

**[Company Profile]** Company Name: Cross Marketing Inc. https://www.cross-m.co.jp/ Location: Tokyo Opera City Tower 24F, 3-20-2 Nishi-Shinjuku, Shinjuku-ku, Tokyo Established: April 1, 2003 Representative: Miki Igarashi, President and CEO Business Description: Marketing research business, consultation related to marketing research

**■ Inquiries regarding this release** Cross Marketing Inc. Seminar Secretariat seminar@cm-group.co.jp

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  • Source: PR TIMES
  • Category: News