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The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
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Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
- 03
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
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Data collection was facilitated through an online questionnaire managed in partnership with the research firm Cross-Marketing.
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Participation was incentivized through a combination of point awards and Quo-card vouchers ranging in value from ¥500 to ¥2,000.
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The project was designed to provide actionable insights for policy makers, health professionals, and the esports industry regarding responsible gaming practices.