Games and apps
Games and appsJapan and Korea user acquisition
Mobile games, PC titles, and app services launching in Japan or Korea. Localization quality, store optimization, and local user acquisition strategy are reviewed before any paid spend.
App Store JP/KRGoogle Play JP/KRX (Twitter) JPLINENaver Cafe
Entry requirements
- Full Japanese or Korean localization with native-speaker QA completed
- App Store and Google Play age rating classification confirmed in target market
- Local payment methods supported (in-app purchase, convenience store payment in Japan)
- In-game events, push notifications, and live ops capability in local language
Key barriers
- High localization quality expectations from Japanese and Korean players
- Competitive domestic title landscape in both markets
- In-app purchase monetization and subscription model optimization for local users
RIVACTA execution approach
- 01App store optimization (ASO) targeting local search demand and genre keywords
- 02X (Twitter) JP or Naver Cafe community building and launch event design
- 03Gaming influencer and streamer collaboration for initial user acquisition
KPI framework
- 01
Qualified installs and store demand
- 02
Install-to-activation and activation-to-payer conversion
- 03
User acquisition cost against player lifetime value
- 04
Retention (D1/D7/D30) and repeat-purchase rate
Frequently Asked Questions
- How is user acquisition different in Japan or Korea?
- Creative, store optimization, and channel mix are market-specific; we localize UA rather than reusing home-market campaigns.
- Do you guarantee install or revenue numbers?
- No — we won't promise unprovable numbers; we optimize toward qualified installs and retention or contribution, not vanity volume.
- Do you cover store and creative localization?
- Yes — store listing, creative, and onboarding are localized to local player expectations.
Don't see your industry?
We confirm customer acquisition readiness and market direction first. A fit call reviews your current stage.