Japan’s mobile games market generated more than $10 billion (¥1.56 trillion) in in-app purchase revenue over the 12 months ending July 2026, even as both consumer spending and downloads declined year over year, according to Sensor Tower’s Japan Gaming 2026 report.
Mobile game IAP revenue fell 5.1% compared with the previous year, but Japan still ranked as Asia’s second-largest market by mobile game spending, behind China’s iOS market. Revenue in Japan was more than twice the level recorded in South Korea and nearly four times Taiwan’s total.
Downloads showed a similar downward trend but placed Japan much lower by volume. The country generated approximately 585 million mobile game downloads during the same 12-month period, a 5.4% year-over-year decline that put Japan ninth among Asian markets.
The gap between the country’s revenue and download rankings reflects a market increasingly dependent on monetization and engagement among existing players rather than high volumes of new installs.
iOS maintained a slight advantage over Google Play in downloads and accounted for the majority of mobile game consumer spending. Sensor Tower’s download estimates cover the App Store and Google Play and exclude pre-installs, re-downloads and third-party Android marketplaces.
Engagement has also remained comparatively stable despite the decline in installs. Japanese players spent around 16.7 billion hours in mobile games during the latest 12-month period. Total hours have gradually declined since reaching a peak in 2022 but have remained relatively steady since 2024.
eFootball moves to the top of Japan’s revenue rankings
Konami’s eFootball emerged as Japan’s highest-grossing mobile game between January and July 2026, climbing six positions in the rankings.
The football title reached an all-time monthly revenue high in July, with World Cup-related activities contributing to higher engagement and spending. It also recorded the largest revenue growth among the titles tracked by Sensor Tower during the period.
Monster Strike ranked second for IAP revenue, followed by Last War: Survival, Whiteout Survival and Umamusume: Pretty Derby.
Several newer titles also appeared among the market’s fastest-growing games, including Arknights: Endfield, Dragon Quest Smash/Grow, Heartopia, NTE: Neverness to Everness and hololive Dreams. Nobunaga’s Ambition: True Battle also recorded gains.
The revenue rankings demonstrate the continued role of established live-service titles in Japan while showing that newer releases can still gain ground in a market where overall download volumes are contracting.
Block Blast! remains Japan’s most downloaded mobile game
The download rankings presented a different picture.
Block Blast! remained Japan’s most downloaded mobile game from January through July 2026, while new release hololive Dreams entered the rankings at No. 2.
Arrows Puzzle Escape climbed 52 positions to take third place, followed by Royal Kingdom and Dragon Quest Smash/Grow.
New releases were also prominent among the games recording the largest download gains. hololive Dreams, Dragon Quest Smash/Grow and Heartopia led growth, while Order Crazy jumped 384 positions and Arrows Puzzle Escape moved up 52 places.
The results indicate that new titles are still capable of generating significant install momentum even as the overall Japanese mobile games market records fewer downloads.
Puzzle games lead downloads while 4X strategy drives spending
Japan’s genre rankings also show a distinction between the types of games attracting installs and those generating consumer spending.
Puzzle games remained the leading source of downloads, with Sort, Match Pair, Block and Match Merge 2 subgenres all recording year-over-year growth.
Puzzle Sort posted the largest increase at 45.8%, with titles including Arrows Puzzle Escape, Goods Puzzle, Block Blast! and Tasty Travels contributing to activity within the category.
Revenue, however, remained concentrated in games with deeper live-service and monetization systems.
4X Strategy was Japan’s highest-grossing mobile game subgenre and increased revenue by 9.4%, supported in part by Last War: Survival.
Turn-based RPGs, Puzzle games and Squad RPGs also remained significant spending categories, although some experienced slower performance during the period.
Realistic Sports revenue grew 8%, with eFootball’s performance illustrating how live events and licensed content can generate additional spending within established titles.
Gaming remains a major digital advertising category in Japan
Sensor Tower’s report also examined Japan’s broader digital advertising market.
Digital advertising spend and impressions increased between the first quarter of 2025 and the second quarter of 2026, reaching their highest levels at the end of that period after a slowdown in early 2026.
Gaming ranked as Japan’s third-largest category by both digital advertising spend and impressions in the first half of 2025, behind Media & Entertainment and Shopping.
The advertising data comes as game publishers compete for users in a mobile market where acquiring large numbers of new players has become more difficult.
Japan’s latest figures underline that shift. While the country ranked only ninth in Asia for mobile game downloads, its more than $10 billion in IAP revenue kept it near the top of the region by consumer spending.


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