For overseas brands Published Oct 20, 2026

How to Acquire App and Game Users in Japan:
TikTok, TikTok Ad Network (formerly Pangle),
Measurement Tools and CPI Benchmarks

Japan's mobile game in-app purchase revenue exceeds $10 billion, second in Asia. Yet running the same setup and the same creatives you use at home often fails to bring CPI down in Japan. In this article, ZVA, which has produced vertical video and run ad campaigns in Japan and overseas, lays out the practical work of acquiring app and game users in Japan. We cover CPI benchmarks by genre, measurement caveats specific to Japan's high iPhone share, when to use TikTok versus TikTok Ad Network (formerly Pangle), how to progress your bidding, integrating with measurement tools, and how to think about the creative that separates results.

Key takeaways

  • Japan's mobile game spending tops $10 billion, second in Asia. It is a market that earns on spend per user rather than download volume
  • CPI benchmarks: games ¥300–2,000, matching ¥1,000–3,000, entertainment ¥400–1,000, reward (points) apps ¥200–400 (examples based on ZVA's campaign results)
  • iPhone accounts for about half of new shipments and about 70% of people in their 20s. iOS measurement affects TikTok, Meta and Google differently, so base decisions on how each platform works
  • Progress bidding from installs → in-app events (AEO) → purchase value (VBO); in the end, the quality and volume of Japan-specific creative make the difference

Japan is a must-have market for app and game user acquisition

$10B+
Japan's mobile game in-app purchase revenue (12 months through July 2026). Second in Asia
2x+
Japan's in-app purchase revenue compared with South Korea
~4x
Japan's in-app purchase revenue compared with Taiwan

Source: Sensor Tower, "State of Japan Gaming 2026" (September 2026)

According to Sensor Tower's "State of Japan Gaming 2026," Japan's mobile game in-app purchase revenue exceeded $10 billion (approx. ¥1.56 trillion) in the 12 months through July 2026, second in Asia after China's iOS market. Although it fell 5.1% year over year, it is more than twice the size of South Korea and about four times that of Taiwan. Downloads, meanwhile, were about 585 million (down 5.4% year over year), making Japan a market where a small number of installs generates large revenue.

+9.4%
Revenue growth for 4X strategy, the highest of any subgenre (Sensor Tower)
+45.8%
Download growth for sort puzzles, the fastest-growing subgenre (same source)
2.65 billion
Total app downloads in Japan in 2025 (Sensor Tower × Adjust)

Beyond games, app installs in the first half of 2026 rose 4% year over year. Game retention also improved: day 1 from 24% to 26%, day 7 from 9% to 11%, and day 30 from 3% to 4% (Sensor Tower × Adjust, "Mobile App Trends 2026: Japan Edition").

POINT

Japan is a market that "earns on spend per user rather than install volume." You need to design acquisition around purchases and retention, not CPI alone.

CPI benchmarks in Japan (by genre)

Based on ZVA's campaign results in Japan, here are CPI benchmarks by genre.

CPI (cost per install) benchmarks by genre in Japan
Games¥300–2,000
Matching / dating¥1,000–3,000
Entertainment (chat, short drama, etc.)¥400–1,000
Reward (points) apps¥200–400
01,0002,000¥3,000

Source: Benchmarks based on ZVA's campaign results (as of 2026). These are examples only and vary widely by title, objective, platform and timing. Depending on creative and campaign conditions, you may acquire users below these benchmarks.

GenreCPI benchmarkWhat drives the difference
Games¥300–2,000Varies widely by title and objective. Lower for hyper-casual, higher for monetized RPGs
Matching / dating¥1,000–3,000Easily affected by target gender and age, and by messaging that faces strict ad review
Entertainment (chat, short drama, etc.)¥400–1,000How you present the story or characters greatly changes viewer retention in the opening seconds
Reward (points) apps¥200–400Pairs well with "get a deal" messaging, making it relatively easy to acquire users at a low CPI

Read CPI together with your objective: For monetized games, a high CPI can still pay back if you acquire many paying users. Conversely, even a low CPI loses money if purchases and retention don't follow. Judge it alongside the bidding approach (AEO, VBO) described below.

A Japan-specific premise: many iPhone users, and iOS measurement impact differs by platform

iPhone share in Japan: it depends on how you measure
Devices owned44.6%
New shipments51.6%
Share of web browsing60.5%
Devices owned by people in their 20s~70%

Sources: NTT DOCOMO Mobile Society Research Institute (January 2026 survey, ages 15–79), MM Research Institute (FY2025 shipments), StatCounter Global Stats (September 2026). All figures are iPhone (iOS) share.

Japan's iPhone share looks different depending on what you measure. By devices owned, iPhone is at 44.6%, slightly below Android, but about half (51.6%) of newly shipped devices are iPhones, and iOS accounts for 60% of web browsing. The age gap is also large: about 70% of people in their 20s use an iPhone. The younger your target audience, the more iPhone measurement determines your results.

iPhone ad measurement follows the rules of Apple's App Tracking Transparency (ATT) and its privacy-preserving attribution frameworks (SKAdNetwork and its successor, AdAttributionKit). However, how that impact shows up differs by platform.

PlatformWhat you see in near real timeWhat arrives delayed or aggregated
TikTokWith "iOS real-time conversion reporting," results are visible in near real time at the campaign, ad group and ad level, enabling bidding on target cost or ROAS (requires data-sharing settings on the measurement tool side)Dedicated campaigns using SKAdNetwork have up to a 72-hour delay in reporting results. TikTok recommends waiting 72 hours before evaluating
MetaAggregated Event Measurement (AEM) is "near real time," with missing data statistically modeledSKAdNetwork results have a delay of at least 24 hours. Dedicated iOS 14+ campaigns are now optional
GoogleNo near-real-time figures in the Google Ads interface; more immediate data (ICM) is available only in the measurement tool's dashboardResults in the interface are mostly modeled, with up to a 5-day delay. Reviewing SKAdNetwork reports every 30 days is recommended. AdAttributionKit is not yet supported

Sources: Official help pages of TikTok, Meta and Google (checked October 2026). Specifications are subject to change.

Under Apple's framework, results are returned in three windows after first launch (days 0–2, 3–7 and 8–35), with a delay of 24–48 hours for the first postback and 24–144 hours for the second and third (Apple official documentation). Globally, 50% of users grant tracking permission (AppsFlyer, April 2025).

POINT

For iPhone results, what is "visible right away" and what "arrives late and coarse" differs by platform. Understanding each platform's measurement mechanism and reading it alongside your measurement tool's figures is essential.

When to use TikTok vs. TikTok Ad Network (formerly Pangle)

When acquiring app users in Japan, TikTok ads are at the center. You split your spend between ads in the TikTok feed (For You) and TikTok Ad Network (formerly TikTok Pangle), which serves ads in TikTok's partner apps.

ItemTikTok (feed)TikTok Ad Network (formerly Pangle)
PlacementsThe TikTok app's For You feed and moreGame, utility and other apps partnered with TikTok. About 400,000 apps worldwide, with daily reach of over 1 billion people (TikTok official, September 2026)
Main ad formatsVertical video ads (In-Feed)Interstitial, rewarded (reward for watching a video), native, banner, app open, icon
Best suited forCommunicating your message and making people want the app. Where you find winning creativesReaching game-loving users broadly to scale install volume

With the app version of TikTok's automated campaign "Smart+," iOS ads are automatically delivered to TikTok and Lemon8, and Android ads to TikTok, Lemon8 and TikTok Ad Network (where available). In Smart+, bidding that maximizes value (purchase value) is available only on Android (TikTok official help, August 2026).

Bidding approach: installs → in-app events → purchase value

STEP 1
Install optimization
First gather installs and build up winning creatives and learning data
STEP 2
AEO (in-app events)
Shift toward people likely to take high-value actions such as purchases, sign-ups or level completions
STEP 3
VBO (purchase value)
Shift toward people with high long-term value (LTV). Requires purchase or ad revenue value data

TikTok's official help describes AEO as bidding that "optimizes for users likely to take high-value in-app actions," and VBO as bidding that "maximizes users' long-term value (LTV)." To use VBO, you need to send in-app purchase or ad revenue value data to TikTok. Because Japan is a market with high spend per user, moving to AEO and VBO early once data has accumulated is the shortcut to improving ROAS (return on ad spend).

ZVA production and campaign services

Japan-specific creative and campaign management for apps and games, all in one place

We handle everything from producing vertical video for Japan to running TikTok, Meta and Google ads. Performance-based plans are also available.

See pricing and process →

Integrating measurement tools (AppsFlyer, Adjust) with TikTok

Running app ads in Japan assumes your measurement tool (MMP) is integrated with TikTok. Here are the main settings, summarized from the official help pages.

ToolIntegration typeKey points
AppsFlyerTikTok for Business Advanced SRN integration (partner ID: tiktokglobal_int)Measures both clicks and views. TikTok recommends a 7-day click-through install attribution window
AdjustTikTok For Business SAN (self-attributing network) integrationRequires your TikTok app ID and Adjust SDK v4.0.0 or later

Other measurement tools are supported too: In addition to AppsFlyer and Adjust, ZVA also supports integrations with major measurement tools such as Airbridge, Branch, Kochava, Singular and Tenjin.

Pre-integration check: Align the names and send timing of the in-app events you want to measure (purchases, sign-ups, tutorial completion, etc.) in both your measurement tool and TikTok. If they don't match, AEO and VBO optimization won't work correctly.

What separates results is creative built for Japan

Bidding and measurement settings don't differ much from one company to the next. What ultimately separates results is the quality and volume of creative made for Japanese viewers.

ZVA caseBefore → AfterMain actions
Overseas mobile game companyCPI $12 → $3.8
Purchase ROAS 12x the translated version
Switched from translated ads to new Japan-specific production with Japanese talent (3 videos → 12 videos)
Utility appCPI ¥1,500 → ¥245
Monthly installs up more than 6x
In-depth analysis of messaging angles and rapid creative PDCA cycles

For how to build creative for Japan, see our practical guide to localizing vertical video ads for Japan.

Summary

Japan is a high-value-per-user market: downloads are flat, yet in-app purchase revenue ranks second in Asia. CPI benchmarks range from the ¥200s up to ¥3,000 depending on genre, and with Japan's high iPhone share, adapting to Apple's measurement rules is essential. The basic flow is to use TikTok and TikTok Ad Network for their respective roles, integrate correctly with your measurement tool, and then progress your bidding from installs to in-app events to purchase value.

And in the end, what separates results is creative built for Japan. As a global team that has produced and run vertical video in Japan and overseas (the US, China, South Korea and Turkey), ZVA handles everything end to end, from Japanese scripts, shooting and editing to ad campaign management.

References and sources

Figures are as of each source's publication date (checked October 2026). CPI benchmarks and case studies are based on ZVA's campaign results and vary by title, objective and timing. Platform specifications are subject to change, so please check the latest official help pages.

Frequently asked questions

What is the typical CPI for mobile games in Japan?
Based on ZVA's campaign results, the benchmark CPI for games is ¥300–2,000. It tends to be lower for hyper-casual and higher for monetized RPGs and similar titles, and varies widely by title, objective and platform.
How should I split between TikTok and TikTok Ad Network (formerly Pangle)?
The basic approach is to use TikTok feed ads to communicate your message and find winning creatives, and TikTok Ad Network to serve broadly across partner apps and scale install volume.
What is the iPhone share in Japan?
iPhone accounts for 44.6% of devices owned, 51.6% of new shipments and 60.5% of web browsing (various 2026 surveys). About 70% of people in their 20s use an iPhone, and the share rises the younger the age group.
Does iPhone ad measurement differ by platform?
Yes. TikTok lets you see results in near real time with "iOS real-time conversion reporting," and Meta's Aggregated Event Measurement (AEM) is near real time. In Google, results in the interface are mostly modeled, with up to a 5-day delay. SKAdNetwork results arrive with a delay on every platform.
Which measurement tool should I use?
Use a measurement tool with an official TikTok integration, such as AppsFlyer or Adjust. AppsFlyer integrates with TikTok via Advanced SRN, and Adjust via SAN.
Can you handle both creative production and ad campaign management?
Yes. ZVA handles everything from producing vertical video for Japan to running TikTok, Meta and Google ads. We work in Japanese, English, Korean and Chinese, and performance-based plans are also available.

▶ FOR OVERSEAS BRANDS

Vertical video ads for Japan,
handled end to end by a global team

Everything in-house, from planning and Japanese scripts to Japanese talent, shooting and telop editing. We also run TikTok, Meta and Google ads, and work in Japanese, English, Korean and Chinese.

  • From ¥50,000 per video (overseas projects quoted individually)
  • Delivery in as few as 5 business days
  • Support in English, Korean and Chinese
  • Performance-based plans available
See pricing and process →

* This article is intended as general information and does not guarantee any specific advertising results. Figures are values published by each source or benchmarks based on ZVA's campaign results. Statements about laws and regulations are not legal advice.