{"rewrite":{"id":"r_aa4a35a4acd0b5cc614b38eb","clusterId":"c_0bfe11ede7aa89802853340e","slug":"cedec-talk-tests-smartphone-game-marketing-beliefs-with-data","model":"deepseek-v4-flash:free","headline":"CEDEC Talk Tests Smartphone Game Marketing Beliefs With Data","summary":"At CEDEC 2026, CyberAgent manager Masaaki Kamon presented data challenging common smartphone game marketing beliefs. He argued that preregistration campaigns should run about four months, not be compressed, and that shorter ad delivery windows can raise costs. His talk, his fourth consecutive on marketing, used real measurements to question assumptions.","whyItMatters":"The talk gives developers data-backed reasons to question widely held marketing assumptions, such as short preregistration windows and front-loaded ad budgets.","webCardHtml":"\u003cp\u003eKamon, who has worked on about 30 game releases, structured the talk around three themes: preregistration advertising, the timing of post-release ads, and discrepancies between measurement tools and store numbers. He deliberately avoided technical terms and kept materials plain, which stretched the deck to 160 pages.\u003c/p\u003e\u003cp\u003eHis data showed awareness for pre-release titles grew for about four months before slowing, and that compressing ad budgets raised CPM from about 90 yen at 1.5 million yen per month to about 115 yen at 3 million yen. He noted that some graphs used dummy values that preserved the trends.\u003c/p\u003e","blueskyPost":"CEDEC 2026: CyberAgent's Kamon used real data to question marketing beliefs. Preregistration should run ~4 months, not be compressed. Shorter ad windows raised CPM. A talk for devs who trust numbers over habits.","twitterPost":"At CEDEC 2026, CyberAgent's Masaaki Kamon challenged marketing myths with data: preregistration awareness grows for ~4 months, and compressing ad budgets raises CPM. His 160-slide talk is his 4th straight on the topic.","threadsPost":null,"newsletterBlurb":"At CEDEC 2026, CyberAgent manager Masaaki Kamon presented data that challenges common smartphone game marketing beliefs. He argued that preregistration campaigns should run about four months and that shorter ad delivery windows can raise costs.","attributionJson":"[{\"source\":\"4Gamer.net\",\"url\":\"https://www.4gamer.net/games/991/G999104/20260729007/\",\"title\":\"Is \\\"Preregistration Should Be Short\\\" Wrong? Report on a Lecture That Verifies Smartphone Game Marketing Common Beliefs with Real Data [CEDEC 2026]\"}]","lintFlagsJson":null,"lintHits":0,"costUsd":0,"inputTokens":4634,"outputTokens":542,"status":"published","repairAttempts":0,"nextRepairAt":null,"factsAttemptedAt":1786010978,"createdAt":"2026-08-06T10:02:27.000Z","publishedAt":"2026-08-06T10:07:23.000Z","updatedAt":"2026-08-06T10:02:27.000Z"},"cluster":{"id":"c_0bfe11ede7aa89802853340e","canonicalTitle":"「事前登録は短いほうがいい」は誤り？　スマホゲームマーケの定説を実データで検証した講演をレポート［CEDEC 2026］","representativeArticleId":"a_8ced760d72ea7aaf6c880015","sourceCount":1,"writtenSourceCount":1,"writeAttempts":0,"isSolo":true,"entitiesJson":"{\"anime_titles\":[],\"manga_titles\":[],\"work_titles\":[],\"studios\":[],\"people\":[\"家門真明\"],\"type\":\"news\",\"domain\":\"games\",\"is_roundup\":false}","contentType":"news","status":"published","firstSeenAt":"2026-07-29T05:28:58.000Z","lastSeenAt":"2026-07-29T05:28:58.000Z","updatedAt":"2026-08-06T10:07:24.000Z"},"attribution":[{"source":"4Gamer.net","url":"https://www.4gamer.net/games/991/G999104/20260729007/","title":"「事前登録は短いほうがいい」は誤り？　スマホゲームマーケの定説を実データで検証した講演をレポート［CEDEC 2026］"}],"entities":{"anime_titles":[],"manga_titles":[],"work_titles":[],"studios":[],"people":["家門真明"],"type":"news","domain":"games","is_roundup":false},"keyFacts":null}
