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Ryuz Office Seminar: Game Advertising Is Memory Science, Not Persuasion

The seminar positions game advertising creative as a measurable science of memory and identification, with the PUKEY GODDESS SHOT TRICK campaign as evidence that the method works before a game even launches.

Reporting from 1 source: GameBusiness.jp.

Ryuz Office Seminar: Game Advertising Is Memory Science, Not Persuasion

Ryuz Office held a September 2 seminar on game advertising creative. President Ryuta Konuma argued advertising's role is creating and updating memories rather than persuading consumers, citing a 2.5x gap between creative's measured 49 percent sales contribution and the 19 percent marketers perceive. The PUKEY GODDESS SHOT TRICK case study showed how context analysis, an INDIE Live Expo announcement, and key visual design produced millions of X impressions and about 300,000 wishlist registrations.

Konuma broke the creative process into three hurdles: catching the eye, keeping the viewer watching, and staying in memory. He cited research requiring at least 2.5 seconds of contact for a memory to form, and said 85 percent of digital ads never reach that level. On X, he noted the platform's shift from a chronological timeline to a recommendation-based feed has made dwell time the metric that matters, matching the goal of securing contact time to fix a memory. The seminar's second session, led by chief manager Takao Watanabe, covered five types of video from TV commercials to short-form clips.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources