Playio Survey Finds 43.1 Percent of Payers Buy Recurring Items
The report gives game operators a read on spending behavior that is tied to actual play records rather than self-reported habits, in a market where Playio Research can run the same survey mechanism across Japan, South Korea, and Taiwan.
Reporting from 1 source: ASCII.jp.
Spicemart and PLAYIO surveyed 10,873 Playio users in Japan who logged at least seven hours in puzzle, RPG, or simulation titles over 30 days, collecting responses from August 14 to 23, 2026. Among users who paid, 43.1 percent bought pass or subscription products, and monthly passes were the most common recurring purchase at 65.0 percent. Play location centered on the home across all age groups.
The survey was run through Playio Research, a service PLAYIO operates with Spicemart that draws on Playio's user panel. Respondents were not screened by asking whether they play games. They were selected from play data, which let the survey team narrow targets by play time, spending history, and specific titles or genres.
The full report is distributed to companies contracted for LIVEOPSIS, Spicemart's analytics and operations tool for smartphone games.
Playio operates in South Korea, Japan, the United States, Taiwan, and Hong Kong and Macau. Playio Research itself covers Japan, South Korea, and Taiwan, which allows the same survey design to be run across those three markets.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.