Abstract
In 2022 many social games are operated mainly on smartphones, and the market size is increasing year by year. On the other hand, social games that have been distributed for a long time have stagnated in the market, making it difficult for new IPs to increase their sales. Under these circumstances, there are many unclear reasons why a new game was able to rank in the top 10, and the pursuit of factors from various perspectives is required. This study analyzes two games, "Uma Musume Pretty Derby" and "Genshin". For the analysis, we used tweets on Twitter, a SNS used by social game users. From these tweets, we will investigate the process of users who play other titles coming to the game under analysis and its progress. From these, we will consider what kind of users were acquired and explore their characteristics.