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CSR Activities (Corporate Social Responsibility)

On-Site Classes

グラフ:出前授業実施回数(回)

Educational Support Activities

Company Visits for Children and On-Site Classes at Schools Human Capital

Why We Began Our Educational Support Programs as a Game Company

Video games are a comparatively new cultural phenomenon about which there is little academic research. Rather than examining the educational aspects, discussions tend to focus on the detrimental effects of violent content. For example, some local municipalities have designated certain games to be harmful to the healthy development of young people.

At the same time, the idea of a "future career" as a video game creator is very popular among children, and some schools have even begun to incorporate handheld video game consoles into the classroom in recent years.

Given this situation, and in recognition of the fact that some Capcom games contain intense imagery, we believe it necessary to proactively engage in eliminating concerns regarding the healthy development of young people. To fulfill our corporate social responsibility (CSR) as a game maker, Capcom provides instruction on the appropriate way to interact with games. And since 2005 has conducted educational support activities targeting elementary and middle school students to assist career development.

Initial Program

Since January 2005, Capcom has supported company visits, welcoming elementary and middle schools with an interest in touring Capcom while on school trips or as part of their integrated learning activities. In 2007, we began dispatching instructors to schools to conduct on-site classes. Programs utilizing these initiatives go beyond instructor lecturing by incorporating the abundant use of video to stimulate the interest of participants. For example, during "career education" we provide video of rarely seen development activities to give children a concrete image of development work that previously they could only imagine. "The literacy education" portion is persuasive in its use of video in which experts discuss topics like "Why do people get addicted to video games?" and provide What to watch out for when playing games.

New Programs for the Current Generation

Having received a variety of feedback from educational institutions since launching these initiatives in 2005, we created two new specialized programs reflecting these opinions in addition to the career education program already in use to bring the total number of programs up to three.

In line with new educational guidelines implemented in 2011, the first program eliminates the literacy segment of the on-site classes and expands the career education segment. In addition to introducing localizers who translate and arrange games for overseas markets, game salespeople, finance staff who manage the company's money and a variety of occupations other than game developers, we ask students to think about (1) which job they want to do, (2) the reason they want to do it and (3) what skills they will need, then provide them with time to announce their decision to the rest of the class.

The second program is called "Capcom Work x Mathematics". Since 2012, there is a growing concern regarding children's deteriorating arithmetic skills. In April 2013, we launched the development of a new career education program using arithmetic and mathematics to strengthen the children's foundation in "monozukuri" (manufacturing). Beyond introducing future careers, this program allows children to learn the degree to which proportions, equations, combinations and other aspects of arithmetic and mathematics are used in the workplace, enabling students to understand the link between what they are learning in the classroom and their future jobs.

We also distribute the "The Encyclopedia of Work and Mathematics" as a supplemental educational material, which contains interviews with developers and introduces concepts not covered in the classroom to learn at home.

diagram: On-Site Classes (Fiscal year ended March 31, 2015)

Upcoming Challenges

2015 marks the 11th year since Capcom launched education support activities in 2005.

Initially, on-site classes were conducted at elementary and middle schools. At present, we are expanding the scope of on-site class activities to organizations other than educational institutions, including reform schools, temporary housing in disaster-stricken areas and regional municipalities.

However, compared to 10 years ago when these activities began, the environment surrounding children is undergoing tremendous change. This means the appeal of games and the way people interact with games are also changing. Thus, to continue using games to communicate the importance of work and the proper way to interact with games, Capcom will promote activities enabling an even greater response to educational needs based on advice from university education specialists as well as feedback from schools.

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