CAPCOM Investor Relations

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Program Contents

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Our program aims for the following two themes:

Career Education

Why people work? - games, from creation to distribution -

Learn about working for a game company

Many children want to become a game creator, thus the lesson mainly introduces the role of game creators toward assisting career education.

In this lesson, we introduce the tasks that occur during each stage of the game creation process, including those of game planners, sound creators, designers, and programmers, along with the jobs associated with advertising and marketing activities for games. In addition to talking about jobs, we explain why a career at Capcom is rewarding, enjoyable, and challenging. This lesson includes videos of workplaces and interviews with workers at Capcom.

*Click to play the video.(Japanese only)

Target

Elementary and junior high school students in Japan
Length of the program Approximately 90 minutes
*We also provide a program that includes "Game Literacy Education"

Program overview

・History of the game industry and Capcom
・Jobs at game companies
・Why people work?
・Questions and answers

Text

In addition to the textbook for the original program, Annual Report and News-Summery will be provided.
Annual Report abd News-Summerytextbook for the original program
Terms and conditions The program is available only in Japan
・Please allocate at least 90 minutes for a Capcom class
・At least five students are required for a visit to a Capcom office and at least 20 students for a class held at a school.
・We use a computer to conduct these classes. For classes at schools, please provide a projector, screen and other facilities to permit the use of computer-generated images.
・Please note that Capcom is unable to meet some requests for lessons depending on the date and time.

Methods of the program

On-site classes or company visits

"Mathematics used in actual business at Capcom"

To learn the relationship between jobs at a game company and Mathematics

Our new program to introduce how mathematics is used in the work field of game companies is carried out from April 2013.

This program provides students with experiences designed to prove that "the study of athematics is not a waste of time — you will need it when you get older", by introducing developers who use arithmetic and mathematics regularly in the workplace. The game-based textbook "The Workplace Guide to Arithmetic and Mathematics" is used to motivate students to study rather than for career education by having students solve arithmetic and mathematics problems our employees actually encounter in their work.

Target Elementary and junior high school students in Japan
Length of the program Elementary students: 45 minutes
Junior high school students: 50 minutes
Program overview

・History of the game industry and Capcom
・Jobs at game companies
・Mathematics used in actual business
・Questions and answers

Text In addition to the textbook, the Mathematics at work, the materials provided in each program are given at no cost.
Terms and conditions The program is available only in Japan
・Please allocate at least 90 minutes for a Capcom class.
・At least five students are required for a visit to a Capcom office and at least 20 students for a class held at a school.
・We use a computer to conduct these classes. For classes at schools, please provide a projector, screen and other facilities to permit the use of computer-generated images.
・Please note that Capcom is unable to meet some requests for lessons depending on the date and time.
Methods of the program On-site classes or company visits
Goal of Career Education

This lesson introduces Capcom jobs and products, along with how the workers think about their jobs. Through this lesson, we hope that students can acquire some ideas on how interesting the job is and what rewards, enjoyment, and challenges come with the job.

Most people think that the jobs at game companies mostly involve game creation. However, there are many types of jobs at game companies. Without cooperation with each other, we are not able to create popular games.

In this lesson, we explain not just about jobs at Capcom but that a company (and also society) consists of a variety of people. They all have different types of jobs and thoughts. One job can be accomplished through the cooperation of many people. With such efforts, products that satisfy many consumers can be produced. We hope that this program can make students aware of the connection between their current lives and future lives, and will allow them to have wider job prospects and a career view.

Game Literacy Education

Thinking about the ideal way of enjoying games.

In this lesson, students learn about "game literacy". This knowledge better allows students to use video games properly based on their own decisions.

The lesson examines why games are fun and the differences between games and other forms of media and enjoyment. Part of this lesson is a video of an interview with Professor Akira Sakamoto at Ochanomizu University. The video includes suggestions on ways to enjoy video games. Professor Sakamoto is a well-known expert in the field of children and video games. Overall, the lesson allows students to learn about specific methods for improving their literacy involving video games.

Professor Akira Sakamoto Department of Psychology, Ochanomizu University

Target

Elementary and junior high school students in Japan

Length of the program

Approximately 90 minutes
*The lesson also includes "Career Education".

Program overview

・Games in everyday life
・Characteristics of games as entertainment
・How to deal with games
・What is the age category rating system?
・Questions and answers

Text

In addition to the textbook for the original program, Annual Report and News-Summery will be provided.
Annual Report abd News-Summerytextbook for the original program
Terms and conditions The program is available only in Japan
・Please allocate at least 90 minutes for a Capcom class.
・At least five students are required for a visit to a Capcom office and at least 20 students for a class held at a school.
・We use a computer to conduct these classes. For classes at schools, please provide a projector, screen and other facilities to permit the use of computer-generated images.
・Please note that Capcom is unable to meet some requests for lessons depending on the date and time.

Methods of the program

On-site classes or company visits
Goals of Game Literacy Education

Workers at video game companies dedicate their efforts to create games that can entertain people. By wholly implementing the workers' knowledge and skills, games contain many interesting ideas that can amuse users.

Unfortunately, some children have become addicted to video games. They spend most of their time playing games, and this might causes a lack of communication with their friends and families.

By providing expert advice and our suggestions regarding devising rules on how long children should play video games in a day, paired with communication with friends and families through games to children, teachers, and parents, Capcom hopes that children can learn to play games appropriatly. We also hope that our program can take the form of children lifestyle guidance for teachers and parents.

Expert Comments

Further collaboration with parents and teachers support in of children’s education

Lecturer, Department of Education and Child Studies, Faculty of Arts and Sciences,
Sagami Women's University

Yoh Nanami

In line with its aim of providing a new and complete course of study, the Ministry of Education, Culture, Sports, Science and Technology's (MEXT) now requires "Career Education" for children in the classroom to cultivate a proactive view of work and careers.
In response to these educational needs, the Company developed the "Career Education Support program" and the "Game Literacy Education Support program" with the help of an education consultant. It is not an exaggeration to say that these initiatives are some of the most aggressive CSR activities by any company in the industry.
However, points can be seen where there are mismatches between classroom demand and the reality of the program provided by the Company.

Capcom proposes to create an environment that deepens understanding through education support activities that will include (1) making necessary content improvements based on conducting a student participant questionnaire and using the results to enhance learning, (2) determining whether the content is useful or not, listening to the opinion of teachers and (3) developing new programs for parents and teachers.

Capcom will continue working with parents and teachers to support children's education.

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