しゅーやんのゲーム実況ch!!
@shuyann· YouTube·Gaming·Japan· data refreshed 2026-10-25View channel ↗- Subscribers
- 51.1K
- Average views
- 1.39K last 25 videos
- 90-day growth
- — not measured long enough yet
- Brand partners seen
- 0
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|---|---|
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About しゅーやんのゲーム実況ch!!
しゅーやんのゲーム実況ch!! (@shuyann) is a gaming creator on YouTube based in Japan, with 51.1K subscribers, 51M total views and 3.91K videos.
色んなデスゲームの実況してます٩( 'ω' )و その他にもフリーゲーム等色々やっております(ง ˙ω˙)ว 実況者歴1年なのでまだまだ未熟ですがよろしく! 動画投稿しつつダメだったところは改善してます!! 最初の頃は早口で見てる人に聞き辛い実況です・・・ でも今は改善してますのでもしよかったら過去と今を見比べて欲しいです(`・ω・´) 成長してるんですよΣ(´Д`;) キャラに声当てするのが楽しいです♫ 基本的には毎日18時に動画投稿してまっす!! コメント、評価もバンバンカモンですよ!! ↓しゅーやんのオススメ実況↓ 《狼ゲーム》《アルネの事件簿》《キリザキ君は。》《まぢちる》《ツクモガミーズ》《イブプロジェクト》《バカサスペンス》《監禁中》《追放選挙》《キリザキ君は》 ↓現在実況動画投稿中↓ 『異世界勇者の殺人遊戯』『キミガシネ』『かのんの観察日記』『被虐のノエル』『狼ゲーム』『アルネの事件簿』『イブプロジェクト』『ツクモガミーズ』『キリザキ君は』『人身売買デスゲーム』『マーダグラム』 ↓これから配信され次第投稿予定↓ 『絶望プリズン』
しゅーやんのゲーム実況ch!! is a Japanese gaming commentary channel focused on death-game and puzzle-game playthroughs. The channel specializes in narrative-driven indie games, particularly titles involving survival mechanics and mystery elements—including series like 狼ゲーム (Wolf Game), キミガシネ (Kimigashne), and アルネの事件簿 (Arne's Case Files). The creator notes early videos featured rapid speech that has since been refined. A distinguishing feature of the channel is voice acting for game characters, which the creator identifies as a primary source of creative enjoyment. Current active series span multiple concurrent playthroughs, with additional titles scheduled for release as they become available.
Who should partner with しゅーやんのゲーム実況ch!!?
Brand categories aligned with this audience profile include indie game publishers, gaming hardware manufacturers targeting casual and mid-core players, digital storefronts specializing in indie titles, and entertainment platforms featuring mystery or thriller content. The creator's emphasis on character voice acting suggests appeal to audiences interested in performance and narrative interpretation, potentially extending to audiobook platforms, voice-acting software, or creative-tool providers. Peer audiences at comparable scale—such as those following Champe Gaming and いわしのゲーム実況チャンネル—exhibit similar engagement patterns within the gaming commentary space. Geographic concentration in Japan and Japanese-language preference narrows the addressable market to Japan-focused brands or global companies with localized Japanese campaigns.