昭和世代だヨ!熟年大集合 Android
昭和世代だヨ!熟年大集合 is #65 in Social Grossing on Google Play in Japan and charting in 1 of 15 countries we track.
Updated 27 Sep 2026 · rankings refresh through the day
Developerチームクリエイト
CategorySocial
PriceFree
Released–
Installs10k+
Rating–
Updated–
Content ratingMature 17+
Best rank now
#65
Measured
昭和世代だヨ!熟年大集合 on Google Play
App details
App ID
com.chat.jukunen.daisyugo
Publisher
CREATIVESHIPS, K.K.
Publisher country
Japan
Content rating
Mature 17+
昭和世代だヨ!熟年大集合 downloads
Worldwide, per day, and installs to date. The band is open; the exact number is free with an account.
How this is calculated
Google Play shows an exact lifetime install count; downloads per day are its daily change (measured). When Play hasn't refreshed the count, they come from new ratings and Top Free chart positions. Confidence is the chance the real number is within half to double ours.
Active users
All platforms, worldwide. Free with an account.
Stickiness (DAU / MAU)
how many monthly users open it on a given day
How this is calculated
Monthly users come from lifetime installs across every store, fitted on monthly active user figures companies publish; daily users = monthly × the typical daily/monthly ratio for the category. Confidence is the chance the real number is within half to double ours.
In-app revenue
Worldwide, what users spend in 昭和世代だヨ!熟年大集合 before Apple and Google take their fee.
How this is calculated
Not in an overall Top Grossing chart, only in category charts: each category position is converted to the overall position it corresponds to, then priced on the same rank-to-revenue curve, inside the part of each market the charted apps leave over.
Business model: In-app purchase-led
How 昭和世代だヨ!熟年大集合 makes money: subscriptions, one-off purchases and ads.
In-app purchases
One-off purchases
/mo
of revenue
Where it ranks on Google Play
Every top 200 chart it appears in across 15 countries.
| Country | Charts | Rank |
|---|---|---|
| SocialGrossing | #65 | |
| SocialFree | #137 |
Apps near 昭和世代だヨ!熟年大集合 on the chart
Social Grossing, around #65.
About 昭和世代だヨ!熟年大集合
“It’s the Showa generation! What is “Mature Gathering”?
concept
For those in their 80s, 70s, 60s, and 50s, just have fun!
It's an "empathy app" that lets you have a fun time while immersing yourself in memories of those fun times.
Target generation
Recommended for Showa generation in their 80s, 70s, 60s, and 50s!
You can empathize with and laugh with friends who went through the same era.
We will be gathering here with all of you to enjoy such a warm and nostalgic time, as if we are now back then.
Why do we need an app specifically for the “Showa generation” now?
The main reason for the weakening of empathy between generations (the influence of the Internet)
① “Common experience” of information has decreased
In the past: When mass media such as TV and newspapers existed, everyone watched the same programs and knew the same news.
For example, there were certainly common topics that could be talked about across generations, such as ``Drifters'' and ``Kohaku Uta Gassen,'' along with the tea room.
With the spread of the Internet, information has become more individualized and diverse.
You can choose to watch only the things that interest you.
■The information world of each generation has become fragmented.
There are fewer "common threads" that people can empathize with and say, "That was interesting, wasn't it?"
② “Creating a community of values” through SNS
With the advent of SNS, it has become possible to connect only with people who have the same values, hobbies, and sensibilities.
For example, we will create a world where people of all ages can connect based on their ``likes'', such as ``Oshikatsu'', ``Vtuber lovers'', and ``Retro Game Enthusiasts''.
However, this backfired and opportunities for contact and empathy with ``other generations with different values'' were drastically reduced.
■Result: It became difficult to develop “imagination” and “empathy” for other generations.
③ Difference between the sense of “speed” and “tempo”
Young people: They are used to content such as TikTok and YouTube shorts that convey interest in just a few seconds.
Elderly group: A tendency to prefer story-oriented content and emotional content.
This ``gap in tempo'' creates a discrepancy in the points of laughter and emotion.
■Result: Even when viewing the same content, it becomes difficult to convey what is interesting about it.
Emergence of digitally native young generation
Generation Z and beyond are ``generations that have had access to the Internet since birth.''
Because information gathering and communication have been brought up on the Internet, the inability to share offline cultural contexts (e.g., paper newspapers, landline telephones) is also one of the causes of the empathy gap.
▼What we can learn from research data
The tendency for people who are closer to each other's generations to agree that it's "interesting" and "fun" is more likely to be supported by shared culture, experiences, and values.
Research shows that the specific points of hum
concept
For those in their 80s, 70s, 60s, and 50s, just have fun!
It's an "empathy app" that lets you have a fun time while immersing yourself in memories of those fun times.
Target generation
Recommended for Showa generation in their 80s, 70s, 60s, and 50s!
You can empathize with and laugh with friends who went through the same era.
We will be gathering here with all of you to enjoy such a warm and nostalgic time, as if we are now back then.
Why do we need an app specifically for the “Showa generation” now?
The main reason for the weakening of empathy between generations (the influence of the Internet)
① “Common experience” of information has decreased
In the past: When mass media such as TV and newspapers existed, everyone watched the same programs and knew the same news.
For example, there were certainly common topics that could be talked about across generations, such as ``Drifters'' and ``Kohaku Uta Gassen,'' along with the tea room.
With the spread of the Internet, information has become more individualized and diverse.
You can choose to watch only the things that interest you.
■The information world of each generation has become fragmented.
There are fewer "common threads" that people can empathize with and say, "That was interesting, wasn't it?"
② “Creating a community of values” through SNS
With the advent of SNS, it has become possible to connect only with people who have the same values, hobbies, and sensibilities.
For example, we will create a world where people of all ages can connect based on their ``likes'', such as ``Oshikatsu'', ``Vtuber lovers'', and ``Retro Game Enthusiasts''.
However, this backfired and opportunities for contact and empathy with ``other generations with different values'' were drastically reduced.
■Result: It became difficult to develop “imagination” and “empathy” for other generations.
③ Difference between the sense of “speed” and “tempo”
Young people: They are used to content such as TikTok and YouTube shorts that convey interest in just a few seconds.
Elderly group: A tendency to prefer story-oriented content and emotional content.
This ``gap in tempo'' creates a discrepancy in the points of laughter and emotion.
■Result: Even when viewing the same content, it becomes difficult to convey what is interesting about it.
Emergence of digitally native young generation
Generation Z and beyond are ``generations that have had access to the Internet since birth.''
Because information gathering and communication have been brought up on the Internet, the inability to share offline cultural contexts (e.g., paper newspapers, landline telephones) is also one of the causes of the empathy gap.
▼What we can learn from research data
The tendency for people who are closer to each other's generations to agree that it's "interesting" and "fun" is more likely to be supported by shared culture, experiences, and values.
Research shows that the specific points of hum