Playable Systems are real-world environments designed to invite participation and unlock human capability. Built through play, interaction, and connection.
Participation Design is the practice of designing for active engagement. Using play, interaction, and structure to turn participation into real-world learning and action.
Of education and industry. Of local communities and the wider world.
Across these boundaries, we have built our approach to participation and capability.
We turn play into products, programs, and experiences for capability development across business, education, and society.
Keynotes, executive sessions, and facilitated dialogues on Playable Systems, capability development, and the future of learning, work, and culture
Keynotes Executive Education Strategic Dialogues Ecosystem Strategy
Co-certified learning programs that build transferable skills through business and creativity education
Transferable Skills Business Education Digital Content Creativity International Cultural Exchange Internship
Interactive workforce development products for leadership, team capability, communication, and culture
Team Building Leadership Communication Onboarding
Participatory experiences, live activations, and interactive content
Live Activation Interactive Exhibition Game Development Content Creators/UGC
Public, regional, and cross-sector initiatives designed to activate participation and long-term capability
Regional Revitalization Industry Development Cross-Sector Innovation Tourism
A lifestyle brand inspired by gaming culture, identity, and everyday expression
Gaming Culture Lifestyle Identity
– 実践型チームコミュニケーション研修「G-Learning」の実施
– 2026/03/06(金)12:00 – 15:00
– 電通本社ビル会議室でエンターテインメントビジネスセンター局所属の社員約25名対象
– 参加者アンケート結果
プログラム全体満足度:4.86 / 5.00
普段あまり話さないメンバーと交流する機会になったか:4.90/5.00



https://cidexpo2026.cid-ac.com/
▪️eスポーツPCバン展示ブース企画・制作・運営
▪️体験用のオリジナルゲーム制作、韓国ラミョンのキュレーション
▪️フォートナイトクリエイター「LiaqN」との連携


Overview
Government-backed overseas practical training program (Korea → Japan)
Focus: AI × Game integration, job-based learning
Location: Tokyo, Japan
What We Did
Hosted industry session for Korean university students
Shared hands-on game development workflows
Introduced applications of games beyond entertainment (education, public sector, social impact)
Provided Japan-side industry exposure and dialogue
Who Was Involved
Visiting students from Seoil University
Program partner: Korea Artificial Intelligence Game Association (KAIGA)
Government stakeholders: Korean Ministry of Education, National Research Foundation of Korea
LunaTone game development team: Aoya, Hokuto
KAIGA post: https://cafe.naver.com/indiplus/6666