Updated Mar 17, 2026 by CESA – Computer Entertainment Supplier's Association
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Data collection was facilitated through an online questionnaire managed in partnership with the research firm Cross-Marketing.
Participation was incentivized through a combination of point awards and Quo-card vouchers ranging in value from ¥500 to ¥2,000.
The project was designed to provide actionable insights for policy makers, health professionals, and the esports industry regarding responsible gaming practices.
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Data collection was facilitated through an online questionnaire managed in partnership with the research firm Cross-Marketing.
Participation was incentivized through a combination of point awards and Quo-card vouchers ranging in value from ¥500 to ¥2,000.
The project was designed to provide actionable insights for policy makers, health professionals, and the esports industry regarding responsible gaming practices.