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Anime IP

LIAR GAME

LIAR GAME

52/ 100 CVS
Related franchise: Liar GameYear: 2026 ยท Category: Anime IPTrending in 65 countriesData as of Apr 19, 2026

Snapshot

LIAR GAME has a Cultural Velocity Score of 52/100 on ipranking.io, with measurable demand in 65 countries as of Apr 19, 2026. Source: ipranking.io.

Key Insight

Key drivers: Google Trends buzz at 18/100, YouTube/search demand at 69/100, data in 65 countries.

Biggest gap: social buzz (18/100).

Demand fingerprint

Demand Signal Components

Observed demand-signal components behind the current CVS. Methodology

Demand signals only: not audience, sales, revenue, valuation, market share, or investment advice.

MetricScoreStrengthSource
Social Buzz18
Google Trends (86 normalized CVS markets)
Search Demand69
Google Trends
Global Reach76
65 of 86 normalized CVS markets
Source Coverage50
3 of 6 sources active
Overall CVS52
Weighted composite

Country-level signal visibility

Regional Demand(65 countries)

Source-specific demand indicators, not official national popularity rankings.

Regional demand signal

Top observed country-level signals from existing public source rows.

Regional demand signal visibility, not audience, revenue, or market share.

Thailand
100

Google Trends

Hong Kong
90

Google Trends

Singapore
63

Google Trends

Vietnam
46

Google Trends

Morocco
44

Google Trends

Philippines
40

Google Trends

Showing top 10 of 65 countries.

Source coverage dossier

Signal observations(3/6 active source categories)

3/6 active source categories are available. Rows below include source-level observations and country-level signal summaries.

Source rows are observed signals from existing production data, not official source coverage totals.

NetflixYouTubeGoogle TrendsAniListMyAnimeListWikipedia
SourceScoreStrengthObservations
AniListTrend observation79.6
4
WikipediaTrend observation15
1
Google TrendsCountry-level summary19.2
65

Observed Demand Score History

IP-level CVS v1.2 GLOBAL rows from cvs_scores. This is a demand-signal history, not audience, revenue, or distribution data.

IP-level score history will appear after more daily CVS snapshots are collected.

Current score: 52.0

Interpretation notes

FAQ answers explain observed demand signals and preserve the same caveats: CVS is not audience, sales, revenue, valuation, market share, or investment advice.

Frequently Asked Questions

Q.Where is LIAR GAME most popular?
LIAR GAME is most popular in Thailand, Hong Kong, Singapore, Vietnam, Morocco, with measurable demand in 65 countries as of Apr 19, 2026. Based on ipranking.io's aggregated demand data from Netflix, YouTube, and Google Trends.
Q.How popular is LIAR GAME globally?
LIAR GAME has a Cultural Velocity Score (CVS) of 52 out of 100 on ipranking.io, which compares 275+ entertainment IPs across 86 normalized CVS markets.
Q.What is LIAR GAME's demand score?
LIAR GAME's Cultural Velocity Score (CVS) is 52. CVS is a proprietary 0-100 index aggregating data from 6 sources: Netflix, YouTube, Google Trends, AniList, MyAnimeList, and Wikipedia.
Q.Is LIAR GAME popular in Thailand?
Yes, LIAR GAME ranks among the top entertainment IPs in Thailand with demand score 100 as of Apr 19, 2026, according to ipranking.io data.
Q.How many countries show measurable LIAR GAME demand?
LIAR GAME has measurable demand in 65 countries out of 86 tracked markets as of Apr 19, 2026, based on ipranking.io's multi-source data.
Q.Where does ipranking.io get LIAR GAME data from?
LIAR GAME data on ipranking.io is aggregated from 6 sources: Netflix Top 10 rankings, YouTube view metrics, Google Trends search volume, AniList community data, MyAnimeList scores, and Wikipedia pageview statistics.
Q.When was LIAR GAME data last updated?
LIAR GAME's ranking data on ipranking.io was last updated on Apr 19, 2026. CVS scores are recomputed daily at 11:00 UTC, franchise snapshots are generated daily at 12:00 UTC, and rankings reflect the latest available visible snapshot.
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