Learning of Tomorrow

2021.02.20
[Event Report] Can “eSports” Help People Grow? — The Challenge of NTTe-Sports’ “UniCan” Gaming Lessons —

The previous Learning of Tomorrow Online Symposium featured a presentation titled “Can Esports Help People Grow?” by Mr. Kagesawa, Executive Vice President of NTT e-Sports, who was constantly told as a child, “All you ever do is play video games!”

In China, the General Administration of Sport recognized esports as a sport in 2003; in 2016, the Ministry of Education (equivalent to Japan’s Ministry of Education, Culture, Sports, Science and Technology) approved it as a course of study at vocational schools; and in 2017, the first esports departments were established at four-year universities. In South Korea, many universities have established esports departments, and numerous private esports academies have also emerged.In the United States, 200 universities and many high schools have introduced esports programs.

In contrast, Mr. Kagezawa points out that while various esports tournaments are beginning to be held in Japan, initiatives at educational institutions are still few and far between, and systematic expertise and organizational structures have yet to be established.

On the other hand, research findings suggest that esports can lead to “improved academic performance,” “enhanced brain function,” and “dementia prevention.”For example, Associate Professor Albert Passo and his team at RMIT University in Melbourne, Australia, reportedly published research findings indicating that 15-year-olds who play online games regularly scored 4% higher than average on tests measuring math skills, reading comprehension, and scientific literacy.

Of course, it would be unfair to say there are no downsides, such as gaming disorders or addiction, or the breakdown of one’s personal life and relationships.

Therefore, based on the following three principles, NTTe-sports provides “UniCan,” a learning environment that leverages esports.

・Fostering the skills needed to thrive in society (analytical and critical thinking skills; information processing, adaptability, and creativity; communication and teamwork skills; concentration, self-management, problem-solving, and literacy)

・To offer one option that allows people to thrive on their own terms

・Address risks and concerns

Since Mr. Kagesawa is also participating in the Interacademic Esports Education promoted by Learning of Tomorrow, we look forward to continuing our collaboration.