2020年2月11日火曜日

e Sports organizations will be integrated and newly established!


We recently announced that five gaming-related organizations will begin initiatives towards the "integration and establishment of e-sports organizations."
Three e-sports organizations, JeSPAthe esports promotion organization, and JeSF are acting in unison toward establishing a new group with CESA and JOGA.

The five organizations aim to establish a new organization within a year with the aim of joining the Japan Olympic Committee (JOC) in order to dispatch teams to international tournaments and supply domestic game titles.
 
This new organization will be an unprecedented world initiative, with e-sports industry organizations aiming to integrate with the cooperation of game industry organizations.
 
By issuing the likes of professional licenses, the new organization will advance the development of an environment where e-athletes can play an active role in Japan and internationally, and will strive to improve the status of e-sports players.

Through this, after joining the the JOC → joining the IOC, it will be included in the 2022 Asian Games, and is expected to become an official Olympic event, paving the way for participation in the 2024 Paris Olympic Games.
By being officially certified as professional, prize money regulations are also no longer applicable, and this paves the way toward the entertainment industry and the movement of large amounts of capital.
 
As a director of JeSPA (the Japan e-sports Association), I have been working on solving problems in order to make Japan a major power in e-sports.
One of these was the unification of organizations. In the context of growing interest in e-sports abroad and their increasing recognition as regular sports, those involved have exceeded their interests and are anxious for consensus, and after various adjustments, this announcement was reached.

It is also important that the three e-sports organizations and the two game industry organizations, CESA (Computer Entertainment Association) and JOGA (Japan Online Game Association), work together.
With the industrial technological capabilities of Japan, which is a game powerhouse, I would like to start moving immediately from being a country which is backward with regard to e-sports to a developed country.

2020年2月4日火曜日

E-sports, the attempts of Japan, which has been left behind


The AMD symposium “E-sports, which are conquering the world: The attempts of Japan, which has been left behind.”

My presentation "The road to becoming a major power in e-sports.”

The world market is 80 billion yen, and is growing 32% per year. Audience numbers are 400 million, and this is growing by 15% per year.
In April 2005, it was selected as an official event at the 2022 Asian Games.
It is also expected to be selected as an official event of the Paris Olympic Games in 2024.

However, Japan is a backward country.
The market size is one fifteenth of that of the world. The number of players is one twentieth of that of the world. The amount of prize money is 29th.
That’s low for a self-proclaimed game powerhouse.
The total prize money for the Dota 2 world event is 2.7 billion yen. In Japan, the scale is 5 million yen at most.

In Britain, France, and Germany, professional soccer teams take part in games, and the American NBA also operates a professional league.
In Japan, the Japanese e-sports league was started up last year too, and six teams including Tokyo Verdy have started competing, but it’s only just beginning.

Utah University in the United States has introduced an e-sports scholarship system, and exempts all tuition fees for teams participating in the League of Legends. There are many other movements such as this.
The level of recognition and profundity by society as a whole are different.

The main point is the fact that this market is an internet industry.
Twitch, the largest e-sports distribution company, has 10 million viewers per day.
Although the likes of ESPN make television channels, its a culture which spread on the internet.
I think that there is also potential in Japan, where the internet and mobile environments are well-organized.

There are three challenges.
1)     Regulation.
By law, prize money is limited to a maximum of 100,000 yen if it is regarded as a sales promotion for game software promotion.
If you collect money from players and give out prizes, you will also be caught for criminal gambling.
Officials involved are in the midst of consulting with the government, including the Consumer Affairs Agency, and are anxious to expand this route.

2)     Going professional.
Three existing Japanese e-sports associations including JeSPA will be united, join the JOC, and will be able to send players to the likes of the Olympic Games. This is also a theme which those involved will deal with together.

3)     Recognition.
The most important task is to raise social recognition.
Spreading recognition that e-sports are cool, that you can make money, and that they’re a big deal.

These three points are my theme too, but in addition, I have requests for both the game and IT industries.

I would like to ask the game industry to develop games aimed at e-sports.
I would like them to lead the world as a major power in games with this development.
I would like to ask the IT industry to develop the space.
I would like them to expand opportunities for new appreciation of sport, such as developing smart stadiums.
 
There are also government plans to develop 4K8K public viewing venues in 100 locations nationwide for 2020, so I would like to get on board with this too. I would like to appeal to local government too.
 
On the panel, there were discussions such as why Japan fell behind, and how to break through the regulations.
This is my answer.
 
 
In Japan, video games were extremely successful and it was late getting on board the internet, and content is shifting to live business, including in the music industry, and when the focus was placed on e-sports, the regulations stood in the way. With regular tactics it will gradually become clear. Cooperation and coordination between industry and government are important.

Incidentally, Ayuha Nakamura from twitch, who also gave a speech, is my son, and it was an unexpected booking, but it was our first time appearing together.
 
There were questions from the venue about “whether e-sports would take root in Japan, where conflict is avoided, like in Prince Shotoku’s ‘Harmony is the greatest of virtues.’”
In response to my bland answer of trying to produce Japanese-style e-sports, Ayuha replied, “Harmony is the greatest of virtues” is a plagiarism from the Analects of Confucius, and is nothing more than an imported concept," and laughed. 
 
We will strive to relax regulations, unify the organizations, and develop the space.
Let’s aim for the road to becoming a major power in e-sports.