TOKYO — Wataru Yoshida had had enough. He
was not going back to school.
He disliked his teachers, chafed against
the rules, and was bored by his classes. So in the middle of 2020, as Japan’s
schools reopened after pandemic closings, Wataru decided to stay home and play
video games all day.
اضافة اعلان
“He just declared, ‘I’m getting nothing
from school,’” said his mother, Kae Yoshida.
Now, after more than a year out of the
classroom, Wataru, 16, has returned to school, though not a normal one. He and
around two dozen teenagers like him are part of the inaugural class of Japan’s
first esports high school, a private institution in Tokyo that opened last
year.
Wataru Yoshida at Japan's first e-sports
high school in Tokyo.
The academy, which mixes traditional class
work with hours of intensive video game training, was founded with the
intention of feeding the growing global demand for professional gamers. But
educators believe they have stumbled onto something more valuable: a model for
getting students like Wataru back in school.
“School refusal” — chronic absenteeism
often linked to anxiety or bullying — has been a preoccupation in Japan since
the early 1990s, when educators first noticed that more than 1 percent of
elementary and middle school students had effectively dropped out. The number
has since more than doubled.
Other countries like the US have reported
higher rates, but it is difficult to make direct comparisons because of varying
definitions of absenteeism.
Japanese schools can feel like hostile
environments for children who do not fit in. Pressure to conform — from
teachers and peers alike — is high. In extreme cases, schools have demanded
that children dye their naturally brown hair black to match other pupils’, or
dictated the color of their underwear.
School refusal” has been a preoccupation in Japan since the early 1990s, when educators first noticed that more than 1 percent of elementary and middle school students had effectively dropped out. The number has since more than doubled.
Making matters worse, counselors, social
workers and psychologists are rare in schools, said Keiko Nakamura, an
associate professor of psychology at Tohoku Fukushi University. Teachers are
expected to perform those roles in addition to their other duties.
From the metaverse to esports
As they struggle to address school refusal,
educators have experimented with different models, including distance learning.
In December, Tokyo announced that it would open a school in the metaverse.
Promotional photos looked as if they were straight out of a Japanese
role-playing game.
Frustrated parents with means have turned
to private schools, including so-called free schools that emphasize
socialization and encourage children to create their own course of study. The
E-Sports High School students, however, mostly found their own way to the
school.
For them, it seemed like a potential haven.
But for their parents, it was a last resort. Once the school realized it was
tapping into an unexpected demographic of absentee students, it invested
considerable effort in soothing parental concerns.
At an information session in February 2022,
a PowerPoint presentation explained that the school’s lesson plans met national
educational standards, and administrators addressed concerns like video game
addiction and career prospects for professional gamers.
Two months later, at the start of the
Japanese school year in April, 22 boys, accompanied by dark-suited parents and
grandparents, gathered for an entrance ceremony at the school’s gaming campus.
It is a sleek pod — half spaceship, half motherboard, with glass floors and a
ceiling circuited with green neon tubes — on the eighth floor of a building in
the bustling Shibuya district.
The academy’s philosophy was to draw them in with the games and then show them that “it’s really fun to come to school, it’s really useful for your future.”
The ceremony offered reassurance to both
students and parents. A former minister of education sent a congratulatory
telegram on the school’s opening. The principal — in the form of a glitchy
virtual avatar — delivered a speech from a giant screen, then led students in a
programming exercise.
Settling into a routine?
That mix would continue throughout the
school year. On Mondays, Wednesdays, and Fridays, pros instructed students on
competition strategies for popular games like Fortnite and Valorant. On one
such day, students gathered around a whiteboard for a nearly scientific lecture
about the relative merits of Street Fighter characters, then broke into groups
to put the lesson into action.
On Tuesdays and Thursdays, students studied
core subjects like math, biology, and English. Unlike at normal Japanese schools,
classes started later, at 10, and there were no uniforms.
Another unaccustomed sight for a school in
Japan: tardiness.
On one day early in the school year, only
two of the boys showed up for the start of first period, a lecture about
information technology. There were four teachers.
As pupils straggled in, the teachers
offered a cheery hello or simply ignored them. By third period — biology — five
students had arrived. Only two stayed through the day’s last class, English.
The teachers were happy they came at all.
“Kids who didn’t come to school in the
first place are allergic to being forced,” said Akira Saito, the school’s
principal, an affable bear of a man who had spent years teaching troubled
students in Japanese public schools.
The academy’s philosophy was to draw them
in with the games and then show them that “it’s really fun to come to school,
it’s really useful for your future,” he said.
‘He wanted to attend’
Torahito Tsutsumi, 17, had left school
after bullying drove him into a deep depression. He spent all day in his room
reading comics and playing video games. When his mother, Ai, confronted him
about it, he told her that his life was “meaningless”.
“When other parents told me their kids
weren’t going to school, I thought, ‘You’re spoiling them,’” she said.
It was a typical response. Traditional
Japanese education puts a premium on cultivating grit — known as gaman.
Educational methods often focus on teaching children the value of endurance,
dispensing harsh punishments, and avoiding anything that looked like coddling.
But as Ai Tsutsumi watched her son sink
into depression, she feared what might happen if she tried to force him back to
class. She had begun to lose hope when Torahito saw a television ad for the
esports school.
In truth, few of the students will become pro gamers. Esports has never caught on in Japan, where people prefer single-player games. And careers are short anyway… by their mid-20s, most players are no longer competitive.
She wasn’t sure whether it was a good idea,
but “the most important part was that he wanted to attend”, she said.
By the school year’s halfway point,
Torahito had made progress. He arrived at school every day promptly at 10 and
had become more optimistic, his mother said. But he had not made as many
friends as he had hoped, and he did not think he was competitive with the other
gamers. He wanted to work in the video game industry, but he was not sure how
he could.
Becoming team players
In truth, few of the students will become
pro gamers. Esports has never caught on in Japan, where people prefer
single-player games. And careers are short anyway: Teenagers — with their
fast-twitch reflexes — dominate. By their mid-20s, most players are no longer
competitive.
Students competing
in a video game tournament at Japan's first e-sports high school in Tokyo.
The academy’s teachers encourage students
to seek other paths into the industry — programming or design, for example —
and to make pro gaming a sideline, not a career.
Wataru, however, is focused on making it
big. By midsemester, he still was not getting to class much, but overall he was
thriving, commuting more than an hour, three days a week, for practice. He was
less reserved, more eager to goof off with his new friends.
In November, after months of hard practice,
Wataru and a team of classmates made it through the first round of a national
competition for League of Legends, a fantasy-themed game of capture the flag
that has become one of the world’s most popular esports formats.
The tournament was remote, but on the day
of the second round, Wataru and his teammates showed up at the gaming campus
early. The room was empty except for a few chaperones. One team member had
overslept and would play from home.
They won their first game. Then a group of
older players smashed them.
Defeated, the team’s members sat quietly
for a time, the light from the monitors washing over their disappointed faces.
“I should probably go home,” Wataru said.
He turned back to his monitor instead. He
was part of a team. And he was getting better at that, too.
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