VALORANT // JAPAN
YouTubeJP

VALORANT // JAPAN

@valorantjp

VALORANT(ヴァロラント)公式YouTubeチャンネル。 『VALORANT』は、5対5で対戦する競技性の高いタクティカルシューターです。 基本プレイ無料、世界中のより多くのプレイヤーが楽しめるよう幅広いスペックのPCに対応しています。 高い精度が要求される銃撃戦と、「エージェント」(キャラクター)固有の特殊能力を組み合わせた、 本格派の銃撃戦が特徴でプレイヤーの戦略的選択や柔軟なアイデア、そして一瞬のひらめきから生まれるチャンスがチームを勝利に導きます。 VALORANTに関する最新情報、エージェント公式設定やダウンロード、インストール等は以下から ダウンロード、インストール: https://playvalorant.com/ja-jp/download/ エージェントの公式設定について: https://playvalorant.com/ja-jp/agents/ ​ 公式サイト: https://playvalorant.com/ja-jp/ 公式Twitterアカウント: https://twitter.com/VALORANTjp

476K

Subscribers

346.5M

Total views

2.25K

Videos

Avg views (recent)

not yet captured

About VALORANT // JAPAN

VALORANT // JAPAN is the official YouTube channel for Valorant in Japan, operated by Riot Games. The channel serves as the primary distribution hub for game updates, agent reveals, patch notes, and competitive esports content tailored to the Japanese player base. With 476,000 subscribers and 346,473,468 total views across 2,250 published videos, the channel functions as both a marketing and community engagement platform for one of the most popular tactical shooters globally. The channel's content spans gameplay tutorials, agent ability breakdowns, esports tournament coverage, and seasonal event announcements. Valorant itself is a free-to-play, 5v5 competitive tactical shooter that emphasizes precision gunplay combined with agent-specific abilities, requiring strategic team coordination and individual mechanical skill. The official channel directs viewers to game downloads, agent information, and the broader Valorant ecosystem, positioning it as an essential resource for Japanese players seeking official information and high-production promotional content.

VALORANT // JAPAN's estimated sponsorship rates

Estimated sponsorship rates for integrated YouTube video placements range from $571 (low) to $1,428 (high), with a typical rate of $952 per video. This mid-tier pricing reflects the channel's 476,000-subscriber base and its position within the gaming category, where niche CPM rates vary significantly based on audience geography and advertiser demand. Japan's gaming market commands competitive advertising rates, particularly for officially-licensed esports content. The estimate is algorithmic and based on subscriber count, niche multipliers, and platform-format factors; see the methodology page for the full calculation model. Peer channels at similar subscriber counts—including Zindabad Plays (476,000 subs), Wetz (477,000 subs), and Mortismal Gaming (474,000 subs)—typically fall within comparable rate ranges, though actual rates depend on audience composition, engagement metrics, and advertiser category. As an official brand channel, VALORANT // JAPAN may command premium rates for certain partnerships due to brand safety and direct association with Riot Games, though this is not reflected in the algorithmic baseline estimate.

Who should partner with VALORANT // JAPAN?

VALORANT // JAPAN reaches a gaming audience concentrated in Japan with interest in competitive tactical shooters, esports, and Valorant-specific content. The channel's 346 million total views indicate sustained engagement across a broad demographic of players ranging from casual to professional competitors. Relevant brand categories for partnership include gaming hardware manufacturers, esports betting platforms, gaming peripherals (mice, keyboards, headsets), energy drinks and beverage brands targeting gamers, PC component retailers, gaming chairs and furniture, and esports tournament platforms. The audience also overlaps with viewers interested in competitive gaming education, coaching services, and in-game cosmetics promotion. As an official channel, VALORANT // JAPAN attracts both existing Valorant players seeking patch information and new players researching the game before download. The Japanese gaming market represents a significant revenue segment for esports and gaming brands, with audiences typically receptive to localized content and regional esports partnerships. The channel's official status means its audience includes esports professionals, content creators, and competitive team organizations monitoring official announcements and tournament updates.

VALORANT // JAPAN's growth and performance

Snapshot data spans only one day (May 11, 2026), with the channel holding 476,000 subscribers at both the first tracked date and latest snapshot, showing zero net subscriber change over this period. Average view counts for the last 30 days are not yet available in our tracking history. A single-day observation provides insufficient data to characterize growth trajectory or seasonal patterns. Longer-term growth history will become available as additional snapshots accumulate.

How our pricing estimate works for VALORANT // JAPAN

The rate estimate is algorithmic, derived from the channel's subscriber count (476,000) multiplied by niche-specific CPM rates for gaming content, adjusted by platform and format multipliers for YouTube video integrations. The estimate does not incorporate live engagement metrics, audience demographics beyond geography, or historical performance data from previous sponsorships, as these data points are not available. The 'mid' audience tier classification reflects subscriber count relative to the broader creator economy distribution. For a detailed explanation of the CPM calculation, multiplier methodology, and confidence intervals, see the /methodology page.