Writer Profile

Sayo Okamoto
GAKU Founder / CEO
Sayo Okamoto
GAKU Founder / CEO
2024/07/05
Introduction
In recent years, the application of science and technology in the world of sports has had a major impact on all fields, including training, competition, rehabilitation, officiating, and coaching. As part of this trend, esports is attracting attention. Unlike traditional sports, esports makes extensive use of science and technology and is recognized for its value as an educational tool. This article examines the educational benefits of esports and its ripple effects on competitive sports, focusing on the development and achievements of GAKU Pte. Ltd. (hereinafter GAKU), an international company that supports educational encouragement in the digital industry.
Esports has grown rapidly since the early 2000s. With the advent of high-speed internet and advanced gaming technology, competitive gaming has transformed from a niche hobby into a global phenomenon. By 2025, the esports industry is expected to exceed a market value of 2.7 billion (US) dollars, with more than 3.18 million participants worldwide, and its influence is increasing *1, 2.
Educational Benefits of Esports and Practical Application in Educational Settings
Esports goes beyond mere gameplay and has potential as an educational tool. First, esports improves teamwork and communication skills. In many esports games, the key to victory lies in coordination between players. This fosters cooperation and strategic planning, cultivating skills that are important in the workplace and social relationships.
Furthermore, esports encourages problem-solving abilities and critical thinking. During a match, players must quickly judge and evaluate situations and choose appropriate actions, which strengthens rapid decision-making and flexible thinking. Additionally, the analysis of games and data promotes mathematical thinking and data literacy.
In Japan, the educational value of esports is gradually beginning to be recognized. In 2020, the Ministry of Education, Culture, Sports, Science and Technology began an experiment to include esports in the curriculum of some high schools. Also, an increasing number of schools are establishing esports clubs where specialized instructors guide students, contributing to improvements in student motivation and academic performance.
Ripple Effects on Competitive Sports
The spread of esports is also bringing ripple effects to competitive sports. First, technological progress is transforming the competitive environment. For example, by making real-time data analysis and strategy visualization possible, athletes and coaches can perform more precise training. Additionally, training using virtual reality (VR) and augmented reality (AR) technologies contributes to improving athlete performance.
Furthermore, esports competitors need to improve skills such as reflexes, hand-eye coordination, and concentration, and these skills are applicable to other sports as well. The training techniques and methodologies used by professional esports players serve as valuable reference materials for athletes in traditional competitive sports.
Esports in Japan
In Japan, esports is attracting significant attention as both a competitive activity and an educational tool. The Japan esports Union (JeSU), established in 2018, plays an important role in spreading esports nationwide. JeSU organizes major tournaments, provides a venue for official certification of professional gamers, and collaborates with educational institutions to integrate esports into academic programs.
GAKU, a leading international company in digital-focused educational programs, is contributing significantly to the progress of esports in Japan. GAKU supports educational initiatives through "GAKU Games" and "GAKU Bootcamp Academy," which are events/programs that support people interested in the esports and technology industries. These programs center on technology and include activities and lectures on mental health, physical health, teamwork, and esports. GAKU works closely with JeSU to provide this program to Japanese educational institutions.
Hideki Hayakawa, the current chairman of JeSU, says the following:
"The Japan esports Union is the governing body for esports in Japan. It was established in 2018 with the aim of improving the competitive abilities of the public and spreading the sporting spirit through the promotion of esports, thereby contributing to the health of the public as well as social and economic development."
"As a main activity for improving competitive ability, we collaborate with various international organizations and dispatch players to international tournaments to increase opportunities for players to be active overseas. In particular, toward the Asian Games to be held in Aichi-Nagoya in 2026, we are preparing for the selection of Japanese national team players as an associate member of the Japanese Olympic Committee (JOC), aiming for Japanese medalists to emerge from esports competitions as well."
"As activities toward the popularization and establishment of esports, we are working with relevant ministries and agencies to organize various legal issues. Furthermore, to realize a symbiotic society through esports, we are working broadly on support for people with disabilities, welfare for the elderly, regional revitalization, education/club activities, and regional exchange together with local branches in 37 prefectures nationwide."
School Programs and Educational Initiatives
Several Japanese schools have launched new programs that incorporate esports into their curriculum. For example, in 2021, Meiji University introduced an esports program for the purpose of researching the effects of gaming on cognitive skills and teamwork. This program includes courses on game design, strategy analysis, and the psychology of competitive gaming.
Additionally, Tokyo Institute of Technology and Keio University have established esports labs where students can conduct practical and theoretical research related to esports. This initiative provides students with skills that can be applied in various professional fields, such as data analysis, event management, and digital content production.
High schools are also adopting esports. The Tokyo Metropolitan Curriculum Advisory Committee has started a pilot program to include esports in the physical education curriculum, providing students with opportunities to experience competitive gaming as part of their whole-body and cognitive development.
Jinseki International School recently collaborated with GAKU to introduce the GAKU Games program to improve educational outcomes and incorporated esports into its curriculum. This school uses esports to teach students strategic thinking, teamwork, and digital literacy. This is part of a broader effort to integrate technology into education and prepare students for a digital future. Minako Suematsu, founder of Jinseki International School, says the following:
"There were several hurdles to implementing esports as an event in the school education setting. The first hurdle was the preconceptions held by faculty, staff, and parents. They felt that games are not sports and could not imagine raising people through games. I felt that the lack of precedent, especially in educational settings, was a major hurdle."
"However, considering the reality of children living in a world where they cannot avoid games, and the breadth of fields that can be learned through esports, such as nutrition, mental health, resilience, and team building, I think we were very fortunate to be able to show the school's policy and gain the understanding of parents."
"Before the event, in addition to conducting online training for teachers, we learned about the definition of sports, physical fitness and diet to prepare one's body, and the importance of cooperating in teams and strategies."
"On the day of the event, both parents and children were engrossed in cheering for their teams. Instead of focusing on winning or losing, children were seen encouraging friends who lost, and during lunch after the tournament, they were seen telling their parents what they had learned, such as 'This menu is designed so you can get good nutrition from onions.'"
"It was a valuable experience for parents, who are usually just spectators at school events, to not only participate but also have their children teach them how to play the games and enjoy them together. I think this was a very happy experience for the families as well."
Japanese educators are increasingly recognizing the value of esports to enhance students' learning experiences. Teachers are creating esports clubs and holding events to promote student teamwork, communication, and problem-solving skills. For example, the annual Kansai Esports Student Championship has become a venue for educators to share best practices and develop strategies for integrating esports into educational environments.
Additionally, the Japan Association for Promotion of Educational Technology (JAPET) holds workshops for teachers on how to utilize esports as an educational tool. These workshops provide educators with the knowledge and resources to effectively incorporate esports into their teaching methods.
Esports in Japanese Society
The growing popularity of esports in Japan is affecting not only the education sector but also broader social trends. According to a survey by Loyalty Marketing, Inc. *3, about 10% of Japanese people are esports enthusiasts, many of whom are teenagers and young adults. This recent change is influencing how educational institutions and companies perceive esports.
Companies are also paying attention to esports. Companies such as SoftBank and NTT are investing in esports infrastructure, funding teams, and hosting events. These investments are creating new career opportunities for young people, ranging from professional gaming to event management, marketing, and game development. An article in The Japan Times *4 also mentions the Tokyo Game Show, which attracts more than 250,000 visitors annually and showcases the latest esports technology and gaming trends. This event is also important as a venue for networking and knowledge exchange among industry professionals, educators, and gaming enthusiasts.
Hideki Okamura, a member of the Standing Committee of the Olympic Council of Asia and special advisor to the Japan esports Union, says the following:
"If physical sports born in the 19th century are the origin of sports, then motorsports were born in the industrial society of the 20th century, and esports were born as a new sport for the information society."
"In 2025, the esports audience is expected to reach 680 million worldwide. The Olympic Council of Asia (OCA) has been a world leader in promoting the competition of esports since it adopted esports as an official event at the 2007 Asian Indoor Games. It became an official sport at the 2023 Asian Games (Hangzhou, China) and has also been decided as an official sport for the 20th Asian Games (Aichi-Nagoya) in 2026."
"A major attraction of esports is that even if athletes are far apart, or have differences in gender or age, they can compete in their abilities on the same field depending on the competition, which is a characteristic suitable for today's diversified world. Furthermore, recently, examples of the use of esports in the field of education have been increasing. For example, an educational program called 'GAKU Games' is held in Japan, Asia, and the United States, and the leader of the operating organization is a young Japanese woman. In this way, esports is a new sport with high social utility."
Olympic Esports Week and Olympic Esports Games
The International Olympic Committee (IOC) has continued active engagement with the esports community since 2018 *5. The IOC's involvement began with the organization of an esports forum and the creation of an esports liaison group. The IOC further expanded its recognition of esports by introducing Olympic Esports Week and the Olympic Esports Games. The first Olympic Esports Week was held in Singapore in June 2023, featuring various virtual sports competitions. This event aimed to bridge traditional sports and the digital world, showcasing the skills and excitement of esports on the Olympic stage. As part of the Olympic Esports Games, GAKU provided "GAKU Games," a local activation program for approximately 1,200 students in Singapore, to promote esports and a healthy lifestyle.
Ser Miang Ng, Vice President of the International Olympic Committee, stated the following:
"The International Olympic Committee (IOC) believes that virtual sports have the potential to complement traditional Olympic sports and that esports can provide new opportunities for athletes and fans to participate in the Olympic Movement. The success of Olympic Esports Week in Singapore proves that esports can promote Olympic values and encourage young people to participate in sports and healthy lifestyles. It is heartening to see companies like GAKU, where Sayo Okamoto serves as CEO, being led by young people. As an international company, GAKU will be able to spread all the positive aspects of esports around the world, while at the same time fulfilling the potential of each participant who learns and grows through GAKU's programs."
Following the success of Olympic Esports Week, the IOC announced plans for the Olympic Esports Games, which are scheduled to debut in the coming years. According to Esports Insider, the Olympic Esports Games will be a larger and more inclusive event, incorporating multiple esports titles and attracting global participation. These initiatives strongly demonstrate the IOC's commitment to embracing new forms of sport and attracting young audiences. The inclusion of esports in such prestigious events is a testament to its growing influence and recognition as a legitimate competitive activity.
Challenges and the Future
While esports has a major impact on education and competition, several challenges remain. First, there are health concerns. Long hours of play can put a strain on the body, potentially causing poor posture and eye strain. To prevent this, appropriate breaks and exercise are necessary. Mental health care is also important. Support systems to deal with the stress and pressure of competition are also needed. We at GAKU are already implementing solutions to support the physical and mental health of athletes through different training styles and exercises via the "GAKU Bootcamp Academy" program. We hope these programs will be implemented worldwide to support all esports athletes.
Furthermore, there are ethical issues in esports competitions. Issues such as cheating and lack of sportsmanship need to be addressed through strict rule-setting and education. In 2019, several professional esports players were banned or suspended from tournaments for cheating *6. Addressing these challenges and building a healthy competitive environment is important for the future of this rapidly growing esports industry.
Esports goes beyond mere entertainment and plays an important role in education and competition. Its influence ranges from improving teamwork and problem-solving skills to innovating training through technology. However, appropriate measures are needed to address health and ethical challenges. We at GAKU are not only improving player performance but also fostering students' digital literacy and teamwork skills. As esports continues to evolve, collaboration between industry leaders like GAKU and educational institutions will be important for future generations to fully utilize its potential. To maximize the potential of esports, it is essential for educational institutions, companies, and sports organizations to work together.
*Affiliations and titles are as of the time of publication.