あまり驚かないガッチマンはホラーゲームばかりやっている
@gatchman666· YouTube·Gaming·Japan· data refreshed 2026-11-04View channel ↗- Subscribers
- 2.06M
- Average views
- 275.9K last 25 videos
- 90-day growth
- +0.0%
- Brand partners seen
- 0
The least a brand should pay for a dedicated video here:
$•,•••| Integration (60–90 s) | $••• |
|---|---|
| Short / Reel | $••• |
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About あまり驚かないガッチマンはホラーゲームばかりやっている
あまり驚かないガッチマンはホラーゲームばかりやっている (@gatchman666) is a gaming creator on YouTube based in Japan, with 2.06M subscribers, 1.81B total views and 3.5K videos.
ホラーゲームを多めに遊んでます。初見でも既プレイでもリアクションは薄いがその分作業用にも向いていると思います。 更新は週に2~3本ぐらいの動画で稀にライブ配信あり。お休みは告知なしです ※※本チャンネルに投稿されている動画の切り抜き動画について※※ 『あまり驚かないガッチマンはホラーゲームばかりやっている』に投稿されている動画の切り抜き動画は 『TOP4公式チャンネル』以外には原則的に許可をだしておりません。許可の申請はご遠慮ください。
The channel specializes in horror game playthroughs, with the creator's stated approach emphasizing subdued reactions and consistent, measured commentary rather than exaggerated responses. This stylistic choice positions the content as suitable for both active viewing and background consumption during work or study sessions.
The channel maintains a consistent publishing schedule of three to four videos per week, with no advance notice for breaks. The creator's bio notes that reactions remain muted regardless of whether content involves first playthroughs or replays of previously completed titles. This approach has built a substantial audience in the Japanese gaming space, where horror game content remains a durable category.
Who should partner with あまり驚かないガッチマンはホラーゲームばかりやっている?
The audience composition skews toward gaming enthusiasts who value measured, analytical commentary over high-energy reactions—a distinct positioning within the broader gaming creator ecosystem. This preference for subdued presentation may appeal to viewers seeking immersive horror experiences without constant interruption, as well as those using content as ambient background material.
Brand categories likely to align with this audience include gaming hardware manufacturers, horror-themed indie game publishers, streaming platforms, gaming peripherals, and entertainment services targeting adult gaming demographics. The Japanese market context suggests particular relevance for regional gaming publishers, tech companies with gaming divisions, and international brands seeking Japanese-language gaming creator partnerships.