Classroom Adventure Inc. has been selected by the New Energy and Industrial Technology Development Organization (NEDO) to conduct a "Study on Mindset and Behavioral Change Regarding Climate Change Issues Utilizing Gamification." Through this project, we are pleased to announce the development of a new gamification program focused on climate action. This initiative will utilize data-driven simulations based on actual research to build a groundbreaking experiential learning platform. Our goal is to help individuals view climate change as a personal issue and encourage behavioral change.
The Escalating Climate Crisis and the Barrier to Making It Personal
Achieving a decarbonized society through the reduction of greenhouse gas emissions is an urgent policy challenge in Japan. It is crucial to address climate change while simultaneously ensuring a stable energy supply, maintaining and strengthening international competitiveness, and driving medium- to long-term economic growth through industrial restructuring. The Japanese government is actively promoting the realization of a "Growth-Oriented Carbon Neutrality" and GX (Green Transformation).
To achieve these goals, beyond the efforts of the government and corporations, there is a strong need for behavioral change across society. Every individual must understand the connection between their daily life, consumption, and actions, and the future state of the economy and society.
However, climate change and GX initiatives are massive in scale and highly technical. As a result, it is often difficult—especially for students and younger generations—to concretely visualize how their actions impact society, the economy, and energy systems, leading to a lack of actionable steps. While information and awareness campaigns have been conducted through lectures and seminars, traditional one-way information delivery has struggled to effectively drive concrete behavioral change.
Given this situation, there is an urgent need for a new educational approach that allows learners to actively participate and learn through immersive experiences.
Data-Driven Simulations Based on Real Research
To address these challenges, Classroom Adventure is launching the development of a new climate action program that applies the power of gamification to encourage learning and experiential engagement.
The defining feature of the program developed in this project is the integration of data-driven simulations, based on actual research, into a game format. Going beyond mere knowledge transfer or superficial learning, we will use sophisticated simulation technology grounded in real-world data to create a system where players can realistically experience how their choices impact the environment and the economy.
Through the fun and immersion of gaming, players will intuitively understand that addressing climate change is a challenge that must be balanced with stable energy supply and economic growth. Furthermore, by simulating how small daily choices affect the future of society, we will conduct research to uncover the potential of this approach to spark mindset shifts and behavioral change.
The specific game narrative and the learning steps players will experience are currently under active development, with the aim of creating a product that delivers profound insights unattainable through traditional classroom lectures.
Realizing Effective Solutions Through Industry-Academia-Government Collaboration
Solving complex social issues—whether it be "dark part-time jobs" (illegal gig work) or disinformation—cannot be achieved by a single organization alone. By combining the latest insights and technologies of the private sector, the needs of educational institutions, and the public perspective and execution capabilities of local governments and law enforcement, we can realize more effective and sustainable countermeasures.
Classroom Adventure actively promotes industry-academia-government collaboration with various partners, including schools, local municipalities, government agencies, and police departments, aiming to build an ecosystem where society as a whole watches over and nurtures its youth.
In this initiative with NEDO, we aim to create a new model case for solving social issues by combining a public-sector perspective with the innovative approach of a private startup. Even for a global challenge like climate change, we believe it is essential to leverage this ecosystem to reach a broader audience of younger generations.
Future Outlook and Schedule
We are advancing development with the goal of launching proof-of-concept trials and the official release of the program this fall. The target audience includes not only younger generations such as middle school, high school, and university students, but also the broader public and general consumers across society.
Moving forward, we will continue to strengthen our partnerships with NEDO and various other organizations. Through "overwhelmingly fun" learning powered by gamification, we remain committed to contributing to the resolution of diverse social issues, including climate change.
Furthermore, we plan to sequentially announce demos and briefing sessions for educational institutions and local government officials interested in adopting this program, in line with our development progress. We will share more information once the detailed narrative and learning steps are finalized, so please stay tuned for future updates.
About Classroom Adventure
About Classroom Adventure Inc.
Classroom Adventure Inc. is an EdTech startup founded by active students at Keio University. Driven by the mission to "Make Maenomeri" (foster proactive engagement), we create "overwhelmingly fun" learning experiences utilizing gamification.
Our flagship program on misinformation and disinformation, "Ray's Blog", has been experienced by over 50,000 people in more than 14 countries worldwide. Additionally, "Ray's Missing", a program that allows users to simulate the dangers of the growing social issue of "dark part-time jobs" (illegal gig work), is being adopted in collaboration with local governments and educational institutions nationwide, including Tokyo, Hyogo, and Tottori prefectures.
Furthermore, since 2024, we have taken over the hosting of the "Youth Verification Challenge" (now the GenAsia Challenge), an international competition testing fact-checking skills, from Google LLC.
In recognition of these activities, we have received the following awards:
- Grand Prize, Asahi Shimbun University SDGs Action! Awards 2024
- First Prize, Tokyo Startup Gateway 2024 (one of Japan's largest startup contests hosted by the Tokyo Metropolitan Government)
- Grand Prize, NIKKEI THE PITCH SOCIAL 2025
- Special R&D Innovation Award, Global EdTech Startup Awards (GESAwards) 2025
- Social Action Category, Internet Media Awards 2026
In 2025, we joined UNESCO's international network, the "Media and Information Literacy Alliance," contributing to the global promotion of information literacy education.
Official Website: https://classroom-adventure.com/

