Gaming / Japan

Japan Gaming Market Entry

Confidential

Results

What we moved.

7.5M

Users in 2 years

18 months

To market leadership in the category

Day 1

First print campaign live, against a 3-month goal

6 months

To the first TV campaign, against a 12-month goal

Challenge

Our client, a social gaming brand we keep confidential, set out to enter Japan: one of the world’s largest gaming markets, and one of the hardest to break into. Media relationships take years to build, creative approval culture is exacting, and foreign entrants routinely stall. The client set the bar anyway: first print campaign within three months, first TV campaign within twelve.

Solution

EAST ran the market entry end to end, managing an $8M year-one budget and $4M annually after that.

Speed came first. The first print campaign ran on day one, not month three. The first TV campaign aired in month six, half the twelve-month goal, and it wasn’t a media buy alone: we produced a branded TV game show with sponsorship, four TVCs, and ten tactical digital campaigns, backed by hundreds of creative outputs keeping the brand present between the big moments.

Scale followed the speed. Eighteen months in, the brand was the market leader in its category. Two years in, it had 7.5 million users, in a market that was supposed to be impenetrable.

client's goal delivered First print campaign day 1 vs a 3-month goal First TV campaign 6 months vs a 12-month goal 0 6 12 18 24 months market leader 7.5M users in 2 years Backed by an $8M year-one budget: a branded TV game show with sponsorship, 4 TVCs, 10 tactical digital campaigns, and hundreds of creative outputs.
Every milestone landed early. The market's supposed slowness turned out to be the opportunity.

Next step

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