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16 Nov 2025 11:05
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  •   Home > News > International

    Video games are not banned at this Japanese high school, they are part of the curriculum

    Japan's education system is renowned for its rigidity. But one school is providing an alternative, blending typical education classes with intensive video game training.


    When it comes to studying and homework, video games are often viewed as an unhealthy distraction.

    But one school in Japan has embraced them as a vital part of the curriculum to teach critical thinking.

    The eSports High School in Tokyo is a private academy that mixes intensive computer game classes with regular studies, such as history, maths, and Japanese.

    It also allows students to attend classes remotely from home.

    The unconventional approach to teaching high school students sits in contrast to Japan's education system, which is renowned for its rigidity and high expectations.

    "At other typical full-time schools, games are generally viewed as bad rather than good," said head teacher Yoji Tsurunaga.

    "At our school, gaming isn't merely about letting students play. It helps develop interpersonal communication skills.

    "If a student dislikes school because of studying, we can encourage them to start with the game class."

    The idea behind the eSports High School is to provide a haven for those unable to cope and keep them in school.

    On the day the ABC is there, students are practising the esports game, Rocket League, one of a variety of games on offer.

    From their seats, the group of high schoolers participate in a virtual soccer game, using cars to move the ball and scoring goals.

    "In our gaming classes, we incorporate lessons on winning strategies, essential skills, and the mindset needed for victory," Mr Tsurunaga explained.

    "We cultivate their ability to think."

    The immense pressure in Japan's high schools

    Students in Japan are under immense pressure to conform and perform.

    Even during time off, extra curriculum study is common, with some 70 per cent of students attending after-hours education centres known as "cram schools" at some point in their schooling.

    Students are increasingly buckling under the pressure, with a phenomenon known as "school refusal" consistently rising for more than a decade.

    Education ministry data shows 67,782 high school students were "chronically absent" in 2024, meaning they missed at least 30 days of school in the year for reasons other than illness or financial hardship.

    It's just shy of the previous year record of 68,770.

    Japan is also the only G7 nation where suicide is the number one cause of death for children aged between 10 and 19.

    Last year, it recorded the highest number of student suicides since records began in 1980, with 527 students from elementary to senior high school.

    The rise in student suicides sits in contrast to the overall number of suicides in Japan, which is on a downward trend.

    Mika Ikemoto from the Japan Research Institute said schools often lack the tools to look after individual student needs.

    "While some children can effortlessly meet the standards demanded by schools, for others the bar is too high," she said.

    "I believe making schools comfortable places for all children is still lacking as part of Japanese school culture."

    Balancing interest with addiction

    Student Hayate Ito said he felt awkward at his old school but is much more confident after moving to the eSport school in Tokyo.

    He explained that he was "really useless at studying — a proper dunce" and that his parents were "worried" about that.

    "They recommended this school to me," he said.

    "The appeal of [the] school is that, unlike traditional schools which focus solely on studies, it allows me to balance gaming with my studies.

    "That makes me feel much more comfortable."

    While allowing video games in schools may be the envy of many students across the world, the flip side of the issue is managing video game addiction.

    It's a problem that is particularly prevalent in Japan, with 8 per cent of students showing worrying signs.

    Mr Tsurunaga said his school recognised the problem, and advocated responsible gaming habits.

    "We support students in maintaining a clear distinction between gaming and academic study by giving them structured days based on the day of the week," he said.

    "For these students who refused to attend school, we use their favourite games as a starting point to encourage them to come out of their homes and attend school."

    A pathway from school to university

    The school also has data to support its methodology.

    Among last year's graduates, 70 per cent went onto university. In Japan, the national average is 52.6 per cent.

    "At the moment, I'm thinking of applying to an art university," said eSports student Ryuoto Inagki.

    "After finishing art school, I want to start my own company."


    ABC




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