Sankei Digital, GameAge Research Institute, Nihon Unisys, Human Academy, Lenovo Japan, and all members of the Sankei Shimbun Group, jointly launched the "Game Wellness Project" to help game players further evolve and realize a rich game life. The "Game Wellness Project" was launched to help game players further evolve and enrich their gaming lives.
Creating a rich gaming lifestyle
The "Game Wellness Project" was launched to create a richer gaming lifestyle in recent years, when the popularity of e-sports has increased interest in gaming in Japan and "gaming disorders" have become an issue.
By utilizing data on game players' activities, the project aims not only to strengthen game players, but also to contribute to mental, physical, and brain health, and to extend healthy life expectancy.
The background and significance of the establishment are as follows
PR TIMESIn recent years, the popularity of e-sports has further increased interest in games in Japan. In recent years, the popularity of e-sports has further increased interest in games in Japan. In addition, gaming events are being held nationwide, and studios and venues dedicated to e-sports are opening one after another.
Meanwhile, the World Health Organization (WHO) has announced that "gaming disorder" has been added to the list of diseases, and concerns about gaming are growing.
We have decided to establish this project in the belief that a richer gaming life can be created by examining the performance of game players using various approaches and visualizing both positive and negative aspects of their game playing.
In April 2020, as the first phase of the project, the "Psychology and Behavioral Science-based Sports Management Research in e-Sports" (*), currently being researched by Associate Professor Goichi Hagiwara of the Dekaya University of Health and Sport Sciences, will be introduced to the syllabus of the Human Academy e-Sports Department on a trial basis. The students' various data during game play will be measured over a period of several months.
Associate Professor Goichi Hagiwara of the Dekaya University of Health and Sport Sciences will conduct research from the perspectives of "playing", "observing" and "supporting" e-sports. In the "playing" and "watching" research, we developed "Sports KANSEI", an application that enables visualization of sensitivity based on brain waves, and verified "concentration" during e-sports practice and "satisfaction" when watching games. In addition, the effects of practicing e-sports will be verified by using cognitive function measurement tests. In the "support" research, we will promote research aimed at establishing a training method for e-sports, which is a mental sport.
Starts in April 2020
The "Game Wellness Project" is scheduled to begin in April 2020.
Let's keep an eye on how the "Game Wellness Project" will be involved not only in the world of e-sports, which is expected to grow even more exciting in the future, but also in our daily gaming life.