du-o. Japan App Market Intelligence
Hands-on agency team delivering wins with proven execution, experience, AI & creative

Japan is not a
black box.

Japan Launch Agency for Overseas Apps

End-to-end support for launching your app, game, or e-commerce brand in Japan — from market intelligence, regulatory compliance, user acquisition, and boost, to creative production. Based in Japan and working across borders and languages, our team will grow your business.

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Group Snapshot · Cumulative Results
Since 2013
Total Ad Spend Managed
¥25B+
≈ US$170M
Apps & Services Supported
1,500+
Domestic & overseas
Attributed Conversions
40M+
Over 40 million lifetime CVs
Languages we work in
4
Japanese, English, Chinese, Korean
Clients · Supported Clients Growth5Y CAGR +21%
700 870 1,030 1,250 1,500 2021 2022 2023 2024 2025 +24% +18% +21% +20%
Why Japan · Why the Japan market, now

Japan is the world's
#3 mobile game market — and a hot one.

Japanese consumers spent US$16.5B on apps in 2024, #3 in the world. Of that, mobile game in-app purchases (IAP) account for about US$11B a year. For a country of about 120 million people, spend per person is among the highest in the world, with a small group of "whale" users driving the majority of revenue.

But with iOS at about 65%, vertical video ads up 56% YoY, and internet ads now over half of all ad spend, the acquisition landscape here works differently. Simply translating overseas ads rarely delivers results.

du-o runs campaigns on the ground in Japan while working side by side with teams overseas. We help you understand this landscape by the numbers, then execute end-to-end from strategy to operations.

Four numbers where the global playbook
doesn't apply in Japan.

65%
iOS Share (Japan)
About 30% worldwide. Measurement has to be designed around ATT / SKAdNetwork (Statcounter, Aug 2026).
+56%
Vertical video YoY growth
Japan's vertical video ad market reached ¥204.9B in 2025 (155.9% YoY). The main battleground for UA is shifting (CyberAgent).
$11B
Mobile game IAP per year
Total app spending was US$16.5B in 2024, #3 worldwide. Games make up about two-thirds of it (Adjust × Sensor Tower, Sensor Tower).
50.2%
Internet share of ad spend
In 2025, internet ads passed half of Japan's total ad spend for the first time (Dentsu, "Advertising Expenditures in Japan 2025").
Analysis · Japan Market in Numbers

The uniqueness of the Japan market, in numbers.

Global norms don't translate here. We've organized what makes the Japan market "different" using data. Mastering these dynamics is what separates successful launches from failed ones.

① An iPhone-heavy nation — the world runs on Android, Japan runs on iOS

Globally, Android dominates and iOS accounts for only about 30% of mobile OS usage. In Japan, the ratio is reversed: iOS accounts for about 65% (Statcounter, August 2026). That figure is based on web traffic; in a survey asking people which smartphone they mainly use, iPhone came in at 48.3% (MMD Research Institute, September 2025). Either way, Japan is far more iPhone-heavy than the rest of the world. An iOS-heavy market means you're strongly constrained by ATT / SKAN privacy measurement, so measurement design and creative optimization built for iOS require careful, Japan-specific handling.

iOS share of mobile OS usage: Japan vs. Global
Global iOS 32.5% Japan iOS 65.0% The rest is almost all Android (Japan 35.0%)
Source: Statcounter Global Stats, "Mobile Operating System Market Share," Japan / Worldwide (August 2026). Based on web traffic; not the same as device ownership.

② Social media is fragmented and split by age

In Japan, LINE and YouTube are used near-universally, while other social platforms are split across the population. According to Japan's Ministry of Internal Affairs and Communications (MIC), usage rates are LINE 92.9%, YouTube 81.5%, Instagram 54.8%, X (formerly Twitter) 44.7%, TikTok 36.7%, and Facebook 27.0%. Instagram reaches 82.6% of people in their 20s, TikTok 67.9% of teens, and Facebook is strongest among people in their 30s and 40s — a clear split by age. This means you must carefully match platform choice to your app's target demographics.

Major SNS adoption in Japan (all age groups)
LINE92.9% YouTube81.5% Instagram54.8% X (formerly Twitter)44.7% TikTok36.7% Facebook27.0%
Source: Ministry of Internal Affairs and Communications (MIC), "FY2025 (Reiwa 7) Survey on Media Usage Time and Information Behavior." Usage across all age groups.

By age, the split is even clearer. In their teens and 20s, Instagram, X and TikTok each reach more than half of people, while from the 60s up every platform other than LINE and YouTube falls below 40%. And on weekdays, internet time exceeds live TV for everyone up to their 50s.

Usage rates of major platforms by age group (%)
PlatformTeens20s30s40s50s60s70s
LINE96.497.797.996.695.692.077.8
YouTube95.096.394.091.684.972.648.5
Instagram69.382.676.667.154.436.115.8
X56.473.467.757.040.224.810.8
TikTok67.961.544.742.632.221.211.1
Facebook14.323.437.438.933.122.612.5
Low High
Source: MIC Institute for Information and Communications Policy, FY2025 Survey on Usage Time of Information and Communications Media and Information Behavior (June 2026), Table 5-1-1. Ages 13–79, surveyed December 2025. YouTube includes non-Shorts viewing.
Weekday minutes per day, internet vs. live TV: internet leads for everyone up to their 50s
22843Teens2674620s2267830s22911240s15815350s14024960s9431470s Internet TV (live)
Source: MIC Institute for Information and Communications Policy, FY2025 survey summary (June 2026). Average weekday usage time. All ages: internet 183.9 min, live TV 156.1 min. On holidays, TV leads from the 50s up.

③ A monetization culture driven by a few "whales"

Japanese consumers spent US$16.5B on apps in 2024, #3 in the world. Mobile game IAP accounts for about US$11B a year, or roughly two-thirds (an estimate, since the two figures cover different periods). The distinctive feature is that a small number of heavy spenders ("whales") drive the majority of revenue, so averages alone can be misleading. Rather than acquiring users broadly and thinly, acquiring and retaining core spenders is what wins.

$16.5B
App spending (2024)
#3 Global
App spending
$11B
Mobile game IAP per year
Source: Adjust × Sensor Tower, "Mobile App Trends Report 2025: Japan"; Sensor Tower, "Japan Game Market Insights 2025".

④ RPG and Strategy make up about 60% of revenue

Looking at revenue, Japan's top genre is RPG (37.4%), followed by Strategy (21.8%) — together about 60%. Puzzle games account for a third of downloads but only 9.2% of revenue. Deep story, character growth, gacha, and event-driven monetization titles are strong here, and player attachment to characters and IP significantly influences revenue.

RPG 37.4% Strategy 21.8% Other genres 40.8%
Source: Sensor Tower, "Japan Game Market Insights 2025." Genre composition by revenue.

Japan's uniquely developed "ASP" (performance-based) culture

Performance-based advertising is well established in Japan (affiliate through ASPs, and reward ads), where ASPs sit between advertisers and publishers, handling media curation, quality control, and reporting with hands-on care. To succeed in Japan, partnering with an experienced ASP is the shortest path.

Global

Self-serve + MMP

Global markets are centered on self-serve programmatic networks + MMPs (measurement partners). There's no equivalent intermediary layer with Japan's level of hands-on service.

Market · The Center of Change

Vertical video is where advertising is being reinvented.

In 2025, Japan's total ad spend reached ¥8.06 trillion, with internet advertising crossing 50.2% for the first time. The growth driver is vertical video. For game apps, how well you craft vertical video determines your acquisition efficiency in the awareness and demand-generation stages.

0¥200B¥400B¥600B ≈¥131.4B¥204.9B¥277.1B¥564.8B 2024 (derived)20252026 (est.)2029 (est.) YoY 155.9%
In 2025, Japan's vertical video ad market reached ¥204.9B (155.9% YoY), about 30% of smartphone video ad spend. It is projected to reach ¥564.8B by 2029 (about 2.8x the 2025 level).
Source: Dentsu, "Advertising Expenditures in Japan 2025" (March 2026) / CyberAgent, "2025 Domestic Video Advertising Market Survey" (March 2026). The 2024 figure is derived from the 2025 value and its YoY growth.
Knowledge · 10 Articles

Start here to understand Japan launch.

How Japan's market really works — organized from public statistics and primary data.

📊
Market & Trends
Market & Trends

Market size, iOS share, social media, payments — the starting point for understanding Japan's "different" market with numbers.

6 articles
🎬
Creative
Creative

Hands-on guidance for building vertical video ads for Japan: the first two seconds, message angles, subtitles and testing.

4 articles
Hands-on, and on. · Services

What the du-o Elite Team can do.
One discipline. Japan-specific execution.

From awareness to acquisition to boost — we execute across every channel needed for the Japan market. All hands-on, staffed by Japanese-native, senior UA specialists, with our group covering the full range of disciplines.

S

Full Japan Launch
Marketing Strategy

Go-to-Japan Strategy Blueprint

End-to-end design for "Entry decision → Budget allocation → Channel design → KPI design" — all built with Japan-specific assumptions. You leave with a phased roadmap from test entry to full-scale rollout.

  • Measurement & UA design premised on 65% iOS
  • Soft launch → scale, in 3 phases
  • Multilingual global team as your partner
▶

Vertical & Horizontal Social Ads

TikTok · Instagram · YouTube

2,000+ creatives produced per month for TikTok, Instagram and YouTube. First 2 seconds, angle, subtitles, and CTA placement — all designed for Japan. Not translation, we replan and rebuild from concept for the Japan market.

  • Both UGC-style and production formats
  • Angle A/B testing at top speed
  • Talent casting handled end to end
B

Launch Boost

Early momentum at launch

Concentrate acquisition in the first 30 days after launch to build early momentum, with designs that comply with Japan's advertising rules and app store policies. Higher store rankings and organic traffic follow as a result, not as the goal.

  • Pre-registration & launch boost coverage
  • Rank tracking + rapid creative response
  • Compliant with app store review criteria
A

Performance-Based Ads

Performance Ads · CPI / CPA

Acquire users at conversion points such as installs and sign-ups through our partner media network. Keep upfront risk low while making the most of Japan's performance-based ad culture.

  • Strong in apps, services, e-commerce and matching
  • Delivery tied to conversion points to build volume
  • Fraud screening to protect quality
Q

Search Ads

Google · Yahoo! JAPAN

Reach people already comparing options through search ads on Google and Yahoo! JAPAN. From choosing Japanese search terms to ad copy and landing pages, everything is designed for Japan.

  • Japanese keyword design
  • Native Japanese ad copy and landing pages
  • Budget split alongside social and performance-based ads
M

Attribution & Measurement

Attribution & Measurement · MMP

Measurement design that works in Japan's 65%-iOS market. From ATT / SKAdNetwork / AAK implementation to MMP alignment and decision-making operations.

  • AppsFlyer / Adjust and other major MMPs supported
  • SKAdNetwork / AdAttributionKit value schema design
  • Fraud & duplicate-attribution elimination
Deliver
results
compliantly

Deliver results, on top of full compliance.

Full compliance with Japan's Premium Labeling Act, Specified Commercial Transactions Act, and the 2023 stealth marketing regulation. We label "PR" / "AD" clearly where consumers can recognize it, avoid misleading representations, and — on that foundation — deliver acquisition numbers. Our team knows Japan's platform-specific guidelines intimately.

Regulatory note: gacha & the Premium Labeling Act — "Complete Gacha (kompu-gacha)," once considered the most gambling-like mechanic, was banned in 2012 under Japan's Premium Labeling Act (consumer protection). Since then, displaying gacha drop rates (probabilities) and other design disciplines have become industry standard for transparency. Overseas titles bringing gacha-style monetization to Japan need to factor in probability disclosure and Premium Labeling Act considerations from the start.
The du-o Loop · How we work

A 5-step performance loop,
from launch to scale.

You don't win in Japan through one-off campaigns. Only by repeatedly running "gather data → form hypotheses → test fast → learn → expand" can you win here.

01
Data & Research

Gather market data

Build initial entry hypotheses from primary data (Dentsu, Sensor Tower, MIC, Statcounter) and competitor moves.

02
Localize & Comply

Localization & compliance

Ad expression that meets Premium Labeling, Specified Commercial, and stealth marketing regulations. Native Japanese copy & LPs. Full store review support.

03
Launch Boost

Launch & boost

Combine social video ads, launch boost and performance-based ads to concentrate acquisition in the first 30 days.

04
Optimize & Test

Optimize & test

Parallel testing across creative × channel × segment. SKAN / AdAttributionKit + MMP combined for confident decisions.

05
Scale Architecture

Scale design

Codify winning patterns and widen reach through performance-based and search ads. Reviewed quarterly.

FAQ · Frequently Asked Questions

The questions we hear most about the Japan market.

A summary of the points overseas businesses raise most often before their first consultation.

Can du-o produce native Japanese creative?
Yes. We work with 100+ Japanese creators and performers across ages and personas. Our standard is not translation — we rebuild from the angle up for the Japan spec. Both UGC-style and production formats, with a monthly production capacity of 1,000+. From the first 2 seconds, subtitles, to CTA placement, we optimize everything for the Japan market.
Can we work with you on performance-only (CPI / CPA)?
Yes. You can run acquisition through performance-based ads, and add a launch boost or social video ads as needed. If you want to minimize upfront risk, we recommend starting with performance-based.
How far does your compliance coverage go — Premium Labeling, Specified Commercial, stealth marketing?
We handle compliance from the ad expression design stage. "PR" labeling implementation, gacha probability disclosure, comparative advertising boundaries, testimonial-expression edge cases — all operated in line with Consumer Affairs Agency guidelines. We coordinate with Japanese attorneys where needed.
Can you handle ATT / SKAdNetwork measurement design too?
Yes. We design from zero for Japan's 65%-iOS market. From AppsFlyer / Adjust / Singular configuration to SKAdNetwork / AdAttributionKit conversion value schemas — all handled in one package.
Can we consult in English, Chinese, or Korean?
Yes. We have a sales organization that speaks Japanese, English, Chinese, and Korean. We have a track record of overseas booth exhibitions and business trips, so we can operate with minimal time-zone or language overhead.
How long from first consultation to actual launch?
Timeline varies by project scope. Our standard is: first consultation → proposal (1 week) → contract → localization & measurement design (2–4 weeks) → soft launch → main launch — about 6 weeks minimum. For full-scale launches, expect 12–16 weeks. If your measurement setup and creative assets are already in place, ask us about a shorter timeline.
Global Reach · Regions

Based in Japan, in 4 languages.

Tokyo as our hub, with support in JP / EN / 中文 / 한국어. Comfortable operating across time zones with overseas teams.

🇯🇵
Tokyo
Headquarters
🇺🇸
English
US / EU / SEA
🇨🇳
中文
简体 / 繁體
🇰🇷
한국어
Seoul liaison

Talk to a Senior UA lead.
Not a slide deck.

The first consultation is 30 minutes, one-on-one with a senior UA lead. Leave with a clear picture of where you stand in Japan and your next actions.

Thank you. We've received your message
and will reply within one business day.
Reply within 1 business day No lock-in contracts JP / EN / 中文 / 한국어
Team · Our Team

What is du-o?

The name du-o carries two meanings.

① duo: two that make one
Duo comes from the Latin word for "two," and in English means a pair or a duet. Japan and the world, data and the field, our clients and us — du-o wants to be the link that brings two separate things together as one. The hyphen in the middle is a bridge between here and the other side of the ocean.

② Do, On: do it, and keep at it
"du" stands for Do, and "o" for On. We don't stop at analysis and advice — we do the work ourselves, and keep going until it delivers results. Our team concept, "Hands-on, and on.", became the name itself.

Japan's online marketing — especially its app market — often looks like a black box from the outside. We aim to show how it really works, in high resolution, for an international audience. Then we team up as a "duo" with partners taking on Japan, and execute the path to winning together.

Media Concept

du-o — Japan App Market Intelligence

Japan is not a black box.

Team Concept

Hands-on, and on.

"Hands-on" (on the ground, doing the work ourselves) combined with "and on" (and continuing = keeping at it). It pairs with du-o = Do, On, so our company name, media name, and message tell one story.

Business
Internet advertising business & app development support tools
Group Coverage
ASP / In-app ad networks / Search + display / Vertical & horizontal video advertising
Languages we work in
Japanese, English, Chinese, Korean
Global Operations
Extensive track record of overseas booth exhibitions & business trips / Overseas branches
Contact
Contact form
Operator
Operator information