Vision and Mission
AKIVERSE's vision is the realization and development of "a society where people can play, create, and live," shaped by all participants.
Each city is a virtual space modeled after various cities around the world, where people can connect with each other and with the virtual and real world through local events and various contents.
It is a world without despair, where anyone can safely participate regardless of region, country, race, religion, status, family origin, education, or living conditions of residence in the physical world, and where everyone can not only enjoy economic value but also achieve self-fulfillment.
This world is founded on just three principles which define our mission.
We believe all users are creators. This includes users who produce content, users who interact with content, and users who support the ecosystem.
We respect each other as creators and continue to be a "safe space" where people can feel secure and free from negativity.
We build institutions that reward all creators to realize “a world without despair.”
We believe all users are creators.
Everyone is a creator: those who play games and view creative content that exists in AKIVERSE, those who produce that content, those who transform creative content into digital assets via the craft system, asset owners, and virtual landowners who provide a space for play.
We define creators not in the narrow sense of the word, but as "those who enrich the world via positive acts of creative expression, and those who help reveal the values of humanity by sharing their tastes, desires, wishes and dreams.”
The types of creators in AKIVERSE will therefore be diverse, but the types of experiences that will be offered from the beginning of the service, with games as the first point of contact in daily life, are described in the following chapters.
Why does AKIVERSE focus first and foremost on game-based experiences?
It is because we expect that in the not-so-distant future, games will be combined with all social infrastructures and become a highly functional interface between people and society. We believe that this could be the basis for a new society, which we call Society 5.0 (*4), following the hunting society (Society 1.0), agricultural society (Society 2.0), industrial society (Society 3.0), and information society (Society 4.0).
Games are already being used for a variety of purposes, and are not just for fun with disposable time, but are increasingly becoming a tool used by many different people for many different purposes, such as seeking companionship, learning, healing, a place to stay, curiosity, income, and helping others.
Nowadays, games are required to have that diversity, which is a confirmation of the fact that there are many things that only games can do.
The need for games continues to grow. We believe that this trend will accelerate with the gamification of society, and we are confident that this moment is already approaching before our eyes.
From the 1980s through the 2000s, many children gathered in game arcades, made friends there, and formed a community and culture. For example, I have countless memories of teaching each other about the latest game strategies and tricks, discussing school, study, and club activities with older students I met there, and even having them buy me money for games.
Every city was dotted with game arcades of various sizes. Even small hotels and inns had arcade machines.
Thanks to this, a culture in which anyone can easily and frequently play computer games has existed for a long time as a matter of course, and the gaming population in Japan is close to a majority of the total population. The overall computer game market is worth 2.168 trillion yen, and console game consoles and software still account for 28% of that amount, or 607 billion yen (*5). This scale is exceptional for a country of this population and market size.
However, in recent years, game arcades, such a part of our culture, have been shrinking in size due to the rise of mobile games, the declining birth rate, and the recent effects of the new coronavirus, which has resulted in a string of closures.
AKIVERSE started with a game arcade as its motif, partly because we want to preserve this valuable culture.
In such a situation, there are countless game developers, especially those who have the potential and passion to have outstanding talents, ideas, curiosity, and passion that have yet to be discovered, all over the world. We will also actively provide educational services to support people, especially in emerging countries, who are interested in creating things or want to work as creators but do not have the opportunity or chance to do so, so that they can gain successful experiences through game development.
AKIVERSE will expand into a wider variety of forms, creating a world where various entertainment contents will be created, such as live performances by VTubers and artists, communities, and the addition of a marketplace where people can purchase products and contents, the virtual and the real will be connected, and these will generate a great deal of enthusiasm.
We will first of all, in a simple manner, take into account the context of the past, present, and envisioned future, including related markets and surrounding areas, and follow or further develop the excellent points of the services that have set precedents, and at the same time, based on the various theories described in the following chapters and thereafter, solve the problems. AKIVERSE will incorporate and reflect these solutions into AKIVERSE and carry out its mission toward the realization of its stated vision.
(*4) ref Cabinet Office, Government of Japan (*5) ref KADOKAWA ASCII Research Laboratories, Inc
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