CEDEC 2026 Talk Debunks Mobile Game Marketing Myths
Iemon's talk pushes back against widely repeated marketing assumptions with data from his own releases, arguing that developers hold the primary information needed to correct industry-wide misconceptions.
Reporting from 1 source: GameBusiness.jp.
At CEDEC 2026, CyberAgent publishing partner division manager Masaaki Iemon presented a talk titled "Game Developers Should Listen: The Lies of Smartphone Game Marketing 2026." He argued that short pre-registration periods, heavy day-one ad spending, and the belief that internet ads are accurately measurable are all misconceptions. Iemon drew on data from over 20 mobile game releases to explain why longer pre-registration windows and sustained ad campaigns are more effective.
Masaaki Iemon, a department manager in CyberAgent's publishing partner division, has worked on more than 20 mobile game launches. His CEDEC 2026 session took aim at common marketing beliefs he considers false.
He said the idea that pre-registration should be short is wrong. Data from titles he worked on shows awareness keeps growing for up to four months before gains slow. He also noted that doubling ad spend on the same creative worsens display costs by about 25 percent, making sustained campaigns more efficient than short bursts.
Iemon rejected the notion that pre-registration users cost less to acquire, saying measurement points differ between store registrations and third-party download tracking. He also said internet advertising cannot be precisely measured, citing a case where tracked downloads differed from actual store numbers by roughly 30 percent.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.