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Moreover, there are so many attractive IP holders that exist in Japan. “Strong console platforms are a part of Japan with Sony and Nintendo. “The FGC is one of the strengths of Japanese gaming in the world of esports as of today, however the landscape could change dramatically,” he said. “The FGC is one of the strengths of Japanese gaming in the world of esports as of today.”įurusawa acknowledged that the fighting game community (FGC) has been key for esports growth in Japan, but pointed out that the potential for esports in the country goes beyond one genre.
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Capcom’s Street Fighter V will be one of the esports attractions at the Tokyo Game Show 2018, offering a $90K prize pool and esports pro licenses for Japanese players as part of the Capcom Pro Tour. The move ran parallel to esports ventures the company has already established with its Capcom Pro Tour, a tournament circuit that has highlighted many of Japan’s top fighting game players for years. The company established the Capcom Esports Club in Kichijoji Japan as a communications base for building up the community of players surrounding its games. Shortly after the JeSU was founded, the developer announced that it would be making a more committed entry into the esports market in Japan. One of the loudest voices among the members of the JeSU has been Capcom.
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These companies work in an advisory capacity to the JESU and work to obtain esports license certification for players of their titles. “All three are the crucial components to keep esports healthy and fair.”Ī total of 26 companies have become members of the JeSU, a number of which are gaming entities, including Sony Interactive Entertainment, Microsoft Japan, Tencent Japan, Bandai Namco, Arc System Works, Konami, Sega, Capcom, and more. Esports licenses give players and teams provisional status that gives them permission to receive prize amounts that come closer to the numbers seen throughout the rest of the world.įurusawa explained the tenets of the system for issuing esports licenses, stating, “We have established a strict regulation/approval process of: Currently, under Japanese law, most esports competitions fit that description. These esports licenses provide a workaround for the “Act Against Unjustifiable Premiums and Misleading Representations,” a Japanese law that caps prizes to 100K Yen ($895 USD) when a competition has the purpose of marketing a product.
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The primary way the JeSU achieves its goal of creating a stable esports ecosystem in Japan is through issuing esports licenses to professional players and teams. The Computer Entertainment Supplier’s Association (CESA), which works to promote the Japanese gaming industry and organizes the annual Tokyo Game Show, and the Japan Online Gaming Association (JOGA) now also work alongside the JeSU to better promote esports in the country.Īkihito Furusawa, head of public relations/international relations for the JeSU and CEO of RIZeST, spoke with The Esports Observer to provide insights on the progress made by the JeSU so far. When it was formed, the JeSU brought three national esports bodies together, the Japan Esports Association, the Esports Promotion Organization, and the Japan Esports Federation under one banner. While not all of the new developments are a consequence of actions by the JeSU, the organization has, in large part, set the groundwork for Japan to get a foothold in the modern esports space. Since the announcement of the Japan Esports Union (JeSU) in February, esports growth in Japan has become a major talking point in the industry.