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LunaTone

Full company profile

uuid002y5ai

Namestring
LunaTone
Legal namestring
LunaTone Inc.
Company typeenum
Private
Founded yearint
2021
Descriptiontext

LunaTone Inc. is a Tokyo-headquartered private company founded in May 2021 that operates as a "Playable Capability Development Studio," commercializing interactive solutions built on gaming, esports, and digital culture for workforce development, education, and public-sector initiatives. The company's product portfolio centers on two flagship enterprise offerings — Micro Scenario Learning (MSL), an AI-assisted platform that uses generative AI to convert real-world incidents into interactive short-form vertical scenario videos with decision branching and behavioral analytics, and G-Learning, a simulation-based team communication and leadership corporate training program priced between ¥900,000 and ¥1,500,000 per session for groups of 15–30 participants. Beyond these, LunaTone operates sub-brands spanning Playable WORKFORCE (corporate training), Playable EDUCATION (credited university courses and executive education), Playable EXPERIENCE (esports event production and live activations), and Playable Initiatives (government-commissioned programs), alongside adjacent products such as pinpin (senior cognitive wellness), Playable Social Learning (neurodiverse learners), and Playable Enrollment (immersive student recruitment on Roblox).

The company sells primarily through direct enterprise and institutional sales with consultative, quote-based pricing, supplemented by exclusive T1 esports merchandise distribution in Japan via the UZMÉ e-commerce storefront and a LunaTone Emerging Leaders Mentorship Program priced at $2,000 online and $10,000+ onsite per participant. Customer segments are diversified across enterprise (Dentsu, Mitsui Fudosan, Robert Walters Japan, listed corporate training clients), higher education (Temple University Japan, University of Michigan Ross, Yonsei, APU, Hannan, QUT, SEU), government and prefectural bodies (Ibaraki, Saitama, Osaka City, MEXT SpaceTech Committee), and the content industry (T1, Riot Games, Bungie, The Pokémon Company, NetEase, Konami, WCG). The company was originally founded in 2021 and appointed Dr. Baro Hyun (PhD, University of Michigan; former Hyundai Motor Company and KPMG Japan) as CEO in April 2022; a Korean subsidiary, LunaTone Korea Inc., was established in February 2025 to anchor APAC cross-border expansion, and the firm now operates across Japan, South Korea, Saudi Arabia, Singapore, Ghana, Australia, and the United States with regional directors stationed in the Middle East and South Korea.

Short descriptiontext

LunaTone Inc. is a Tokyo-based Playable Capability Development Studio that uses gaming, esports, and interactive digital culture to deliver workforce training, credited university programs, and capability development for corporations, educational institutions, governments, and content industry clients across APAC, MENA, and North America.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersRoppongi, Japan
HQ citystring
Roppongi
HQ countrystring
Japan
HQ regionstring
Asia
Markets served

Serves global market

Offices2 records

Each record includes

City, Country, Type, Description, Source

Keyword5 values
corporate training services, game-based learning, esports education programs, interactive digital content, capability development
SIC code2 codes
  • Services-Computer Programming Services7371
  • Services-Amusement & Recreation Services7900
Product category
Corporate Training and Workforce Development Services
GTM motion4 records

Each record includes

Type, Description, Source

Revenue model7 records
1Corporate Training Programs
TypeProfessional Services
Description

Simulation-based team communication and leadership training programs (G-Learning) sold directly to enterprise clients. Pricing from ¥900,000 to ¥1,500,000 per session for groups of 15-30 participants. Revenue recognized per engagement.

lunatoneinc.jp
2Educational Institution Programs
TypeProfessional Services
Description

Co-developed credit-bearing university courses, executive education, and professional programs with partner institutions (universities, vocational schools, IB/international schools). Revenue derived from program fees and co-development contracts.

lunatoneinc.jp
3Interactive Experience & Event Production
TypeProfessional Services
Description

Participatory experience production, live activations, and interactive content for content industry clients. Includes esports event coordination, booth production, and UGC game production services.

lunatoneinc.jp
4Public Institution Commissioned Programs
TypeProfessional Services
Description

Commissioned programs and research engagements with government bodies, prefectural governments, and public institutions for esports education, regional revitalization, and workforce development initiatives.

lunatoneinc.jp
5Merchandise Sales
TypeHardware Sales
Description

Exclusive merchandise distribution partnership with T1 esports team in Japan, including official jerseys, apparel, and accessories sold through the UZMÉ e-commerce storefront.

lunatoneinc.jp
6Mentorship Program
TypeProfessional Services
Description

LunaTone Emerging Leaders Mentorship Program offered at $2,000 (online) and $10,000+ (onsite) per participant, targeting executive and leadership development markets.

lunatoneinc.jp
7MSL Platform Licensing / Subscription
TypeSubscription Recurring
Description

AI-assisted Micro Scenario Learning platform for company-wide online training. Pricing model appears consultative/quote-based for enterprise deployment.

lunatoneinc.jp
Marketing channels6 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels6 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Operations, Marketing or Sales, Technology or R&D, Others
Pricing details3 tiers
1G-Learning Basic: ¥1.5M for up to 30 participants, 3-hour session
ModelOne time/ perpetual licenseBilling cadencePay-as-you-go
Notes

Basic Implementation: ¥1,500,000 (tax included) for up to 30 participants / 3 hours. Trial Implementation: ¥900,000 (tax included) for up to 15 participants / 2 hours. Large-scale / annual implementation pricing available upon consultation.

lunatoneinc.jp
2LunaTone Emerging Leaders Mentorship Program: Online $2,000 / Onsite from $10,000
ModelHybridBilling cadenceMulti-year contract
Notes

Online Program: $2,000 per participant. Onsite Program: $10,000+ per participant. Additional charges may include bank transfer fees and accommodation for on-site participants. Payment via credit card (Stripe) or bank transfer.

lunatoneinc.jp
3MSL (Micro Scenario Learning): Price upon consultation
ModelSubscriptionBilling cadenceAnnual
Notes

Pricing is consultative — 'ご相談' (price upon consultation). Designed for enterprise-wide deployment.

lunatoneinc.jp
GTM typeB2B
B2B
Offering typeServices
Services
Brand1 record
1Star Bash
Description

Subsidiary entity that conducted playtesting support operations for Bungie Inc.

lunatoneinc.jp
Core offering1 text field

LunaTone is a Playable Capability Development Studio that designs and delivers interactive, game-based training, education, and engagement programs for corporations, universities, and public institutions. Its core offerings include the AI-assisted Micro Scenario Learning (MSL) platform for company-wide scenario training, the G-Learning simulation-based corporate training program, university co-developed credit-bearing courses, and commissioned public-sector initiatives. The company also distributes T1 official esports merchandise in Japan through its UZMÉ online storefront.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 2 values shown
  • G-Learning participant satisfaction: 4.86/5.00 overall; 4.90/5.00 for 'opportunity to connect with less-familiar colleagues' at Dentsu headquarters training (March 2026)
+1 more record
Product overview1 text field

LunaTone is a Playable Capability Development Studio for the Gen-AI Era that creates interactive solutions for workforce development, learning, wellness, and engagement. The company's product portfolio centers on 'Playable Systems' - using gaming, esports, and interactive digital culture as platforms for human capability development. The core offerings include: Micro Scenario Learning (MSL) for AI-assisted branching scenario training; G-Learning for simulation-based team communication and leadership training; Playable Creators for Roblox-based educational programs; Playable Enrollment for student recruitment; Playable Social Learning for neurodiverse learners; and pinpin for senior cognitive wellness. These products are organized under four main sub-brands: Playable WORKFORCE (corporate training), Playable EDUCATION (educational institution solutions), Playable EXPERIENCE (content industry activations), and Playable Initiatives (public institution programs). The company also offers seminar and advisory services for strategy and thought leadership.

Product and service12 records
1Micro Scenario Learning (MSL)
CategoryAI Training Software Platform
Description

AI-assisted branching scenario training platform that converts real-life incidents, communication challenges, and organizational case studies into interactive short-form learning experiences using AI-generated scenario videos and decision branching, with behavioral analytics for organizational risk and decision-making assessment. Targets enterprise-wide online training for compliance, workplace communication, onboarding, cross-cultural understanding, and behavioral training.

2G-Learning
CategoryCorporate Training Program
Description

Simulation-based team communication and leadership corporate training program that uses interactive methodologies from gaming and esports for high-engagement corporate training, team building, new grad onboarding, and leadership development. Delivered in-person, online, or hybrid.

3Playable Enrollment
CategoryEducation Engagement Platform
Description

Immersive digital engagement platform that transforms student recruitment and onboarding into interactive online experiences, recreating campus environments and local culture through collaborative multiplayer activities on game platforms such as Roblox. Targeted at universities and educational institutions.

4Playable Social Learning
CategorySpecial Needs Learning Program
Description

Interactive learning solution using gaming technologies, AI, and digital environments to support social communication, emotional understanding, and engagement for neurodiverse learners.

5pinpin
CategorySenior Wellness and Inclusion Platform
Description

Interactive digital wellness and inclusion platform designed to help seniors and first-time gamers build cognitive confidence and social connection through accessible game-based activities.

6Playable Creators — New Media & Digital Storytelling with Roblox
CategoryGame Development Education Program
Description

Educational program under the Playable Creators sub-brand encompassing game creation and digital content production education. The Yonsei KOR 2314 course (Fall 2026) has students design and build Roblox worlds to teach Korean language, cultural norms, and legal knowledge.

7Playable Careers: Gaming & Esports for Social Innovation
CategoryWorkforce Development Education Program
Description

Experiential learning and workforce development program exploring how gaming, esports, and interactive digital culture address real-world social, educational, and community challenges through collaborative projects and workshops. Launched at Ritsumeikan Asia Pacific University (APU) as a 4-week program (December 2025 – January 2026).

8Connect & Create NOBEOKA: Global Bridge Program
CategoryCross-Cultural Exchange Program
Description

Cross-cultural learning experience connecting overseas high school students with local students in Nobeoka through metaverse-based cultural exchange (November 2025) and a 5-day videography workshop in Nobeoka, Miyazaki (March 2026), powered by the LunaTone Playable Creators Program.

9Future Industry Immersion
CategoryExecutive Education Program
Description

Experiential executive learning program designed around emerging industries such as gaming, esports, digital culture, creator economies, and interactive media, combining global industry access, cultural immersion, and hands-on learning.

10AI Game Development Workshop (2-hour)
CategoryGame Development Workshop
Description

Free 2-hour workshop teaching AI-assisted game development using Roblox, requiring no programming knowledge, where participants learn AI utilization methods and basic Roblox game development.

11LunaTone Emerging Leaders Mentorship Program
CategoryExecutive Mentorship Program
Description

Executive and leadership development mentorship program offered at $2,000 (online) per participant and $10,000+ (onsite) per participant. Payment via credit card (Stripe) or bank transfer.

12T1 Official Merchandise Distribution (Japan)
CategoryEsports Merchandise Distribution
Description

Exclusive distribution partnership with T1 Entertainment & Sports for official T1 merchandise in Japan, including official jerseys, apparel, and accessories, sold through the LunaTone-operated UZMÉ e-commerce fashion and culture select shop.

Scale indicator5 records

Each record includes

Type, Value, Description, Source

Partnership20 partners
1Information Processing Society of Japan (IPSJ)
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2026-06-25
Description

CEO Baro Hyun appointed to IPSJ Advisory Board, contributing to stronger collaboration between academia and industry in information science and computing fields.

lunatoneinc.jp
2Yonsei University
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-04-15
Description

Two MOUs signed: (1) with Yonsei-Korean Metaverse Lab (YKML) for co-development of educational games integrating Korean language, literature, and digital culture with game design and interactive storytelling; (2) with UCEAP at Yonsei University for global internship pathways and applied learning programs.

lunatoneinc.jp
3The Pokémon Company / T1 Entertainment & Sports
Strategic tierCoreTypeGTM or Marketing PartnerAnnounced on2026-03-28
Description

Partnership agency coordination between T1 (Korea) and The Pokémon Company (Japan) for the Pokémon UNITE Asia Champions League 2026 FINALS. LunaTone provided multilingual coordination, onsite operations, VIP guest coordination, and T1 booth activation.

lunatoneinc.jp
4Saudi Electronic University (SEU)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-03-06
Description

LunaTone and SEU signed MOU to jointly develop and deliver a one-year 'Diploma in Esports and Digital Innovation' academic program anticipated to begin September 2026. Program covers esports industry foundations, management & operations, digital content, UGC game development, transferable skills, and gaming business strategy aligned with Saudi Vision 2030.

lunatoneinc.jp
5Arisaka Chuo Gakuen (Chuo College Group)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-02-03
Description

Comprehensive multi-year partnership for experiential transferable skills education using esports and games. Includes program implementation, esports facility consulting, student education, and global exchange programs. Mid-to-long term plans include 15-week LunaTone Career Accelerator (LCA) program and Roblox-based international cultural exchange.

lunatoneinc.jp
6Korea AI Game Association (KAIGA)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2026-01-15
Description

Cross-border partnership for Japan-Korea game development exchange, student mobility, indie ecosystem support, and career pathways. Five core areas: joint game development exchange program, Japan-Korea joint game creation group, indie game exhibition & market entry support, educational programs & academic collaboration, and career development & mobility support.

lunatoneinc.jp
7Ritsumeikan Asia Pacific University (APU)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-11-12
Description

Launch of 'Playable Careers: Gaming & Esports for Social Innovation' — a 4-session social-issue-solving career education program combining online and on-site formats. Kickoff event APU Game Arcade held November 13, 2025, with program running December 2025 – January 2026.

lunatoneinc.jp
8Cable Media Waiwai (Nobeoka)
Strategic tierMinorTypeGTM or Marketing PartnerAnnounced on2025-11-01
Description

Part 2 of Connect & Create NOBEOKA — videography workshop delivery in Nobeoka, Miyazaki Prefecture, with participation by overseas and local students, March 2026.

lunatoneinc.jp
9Cable Media Waiwai
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2025-10-21
Description

Joint 'Connect & Create NOBEOKA: Global Bridge Program' — metaverse cultural exchange (November 2025) and 5-day videography workshop in Nobeoka, Miyazaki (March 2026) connecting overseas and local students, powered by LunaTone Playable Creators Program.

lunatoneinc.jp
10MEXT SpaceTech Human Resource Development Program
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2025-10-01
Description

CEO Baro Hyun appointed to Education Program Development Committee of the national SpaceTech HR program led by CHUO College Group, with IHI Aerospace and JAXA as partners.

lunatoneinc.jp
11Esports Association, Ghana (EAG)
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2025-07-29
Description

MOU to advance esports education and cultural exchange across West Africa. Part of LunaTone's expansion into MENA and African markets.

lunatoneinc.jp
12Robert Walters Japan
Strategic tierCoreTypeGTM or Marketing PartnerAnnounced on2025-07-01
Description

Co-production of Expo 2025 Osaka UK Pavilion 'Empowering Connection Through Gaming' event. Also 'Business 2 Gaming: Gaming After Hours' event series for business professionals.

lunatoneinc.jp
13Redd+E Pte Ltd (Singapore)
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2025-06-23
Description

MOU to launch elderly-focused esports and gaming programs in Singapore. Expands LunaTone's senior wellness gaming initiative (pinpin) into Southeast Asian market.

lunatoneinc.jp
14T1 Entertainment & Sports
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-06-01
Description

MOU with T1 Esports Academy to jointly develop and deliver business curriculum for talent development in Japan. Also exclusive Japan merchandise distribution partnership and T1 x Pokémon UNITE partnership agency role. Deep collaboration in education, talent development, and esports ecosystem activation.

lunatoneinc.jp
15Asian Electronic Sports Federation (AESF)
Strategic tierMinorTypeStrategic or Co-development PartnerAnnounced on2025-01-15
Description

Partnership to pioneer esports innovation and inclusivity, with focus on senior-generation esports promotion and technology innovation.

lunatoneinc.jp
16Ibaraki Prefectural Government
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2024-12-01
Description

Organized and managed 'Ibaraki Metaverse Cultural Exchange Program 2024' and 'Ibaraki Metaverse Game Creation Contest 2024'. Multi-year collaboration for digital content talent development and regional revitalization through gaming.

lunatoneinc.jp
17Temple University Japan (TUJ)
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2024-11-01
Description

Longstanding partnership for esports management education. CEO Baro Hyun served as Adjunct Assistant Professor. 7 interns accepted in Summer 2024. NYU Tisch Institute and Seoul National University SNU Esports & Business Club collaborations also active.

lunatoneinc.jp
18Mitsui Fudosan / Riot Games
Strategic tierCoreTypeGTM or Marketing PartnerAnnounced on2024-08-01
Description

Venue coordination agency for VCT Pacific Stage 2 Finals 2025 at LaLa arena TOKYO-BAY. VIP lounge planning and hospitality operations for Riot Games event.

lunatoneinc.jp
19World Cyber Games (WCG) / Bigpicture Interactive
Strategic tierCoreTypeGTM or Marketing PartnerAnnounced on2024-04-01
Description

Production of WCG 2024 Challenge Japan: Street Fighter 6 — the world's first revived WCG competition brand in Japan. LunaTone served as production partner.

lunatoneinc.jp
20University of Michigan Ross School of Business
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2024-01-01
Description

Executive education and leadership workshops in esports and digital entertainment. CEO Baro Hyun is an alumnus. 'Bagels with Baro' session hosted at University of Michigan Rackham Graduate School.

lunatoneinc.jp
Recent move7 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight6 records

Each record includes

Type, Description

Peers10 records
1Mursion
TypeDirect peer
Description

Mursion provides AI-powered and human-in-the-loop simulation-based training for corporate soft skills (leadership, communication, sales). It is the closest direct peer to LunaTone's G-Learning and MSL offerings, both selling immersive scenario-based training to enterprise customers via subscription and per-session models.

2Cornerstone OnDemand
TypeBroad incumbent
Description

Cornerstone is a large-scale corporate learning and talent management platform serving global enterprises with content, skills, and credentialing. It is a broad incumbent in LunaTone's adjacent market that could add gamified scenario training as a feature within its broader suite.

3Degreed
TypeBroad incumbent
Description

Degreed is an enterprise upskilling and capability development platform that emphasizes learning experiences and skill pathways. Comparable to LunaTone's 'Playable Capability Development' positioning, but operating at much larger enterprise scale with broader content categories.

4Kahoot!
TypeEmerging player
Description

Kahoot! provides gamified learning and training experiences for education and corporate audiences. It is a partial-overlap peer given LunaTone's interactive, game-based learning methodology, though Kahoot's core product is quiz/assessment-based rather than scenario-driven.

5British Esports Federation
TypeDirect peer
Description

British Esports is a national federation that combines esports events, education programs, and industry partnerships across the UK. It is directly comparable to LunaTone's esports-meets-education model and partnership-led approach, though it operates as a non-profit federation rather than a commercial studio.

6North America Scholastic Esports Federation (NASEF)
TypeDirect peer
Description

NASEF runs scholastic esports programs, career pathways, and academic competitions for students and educators in North America. It is highly comparable to LunaTone's Playable Careers / Playable Education offerings in combining esports with formal education and career development.

7Second City Works
TypeEmerging player
Description

Second City Works brings experiential, improv-based learning to corporate training, leadership development, and culture work. Comparable to LunaTone's experiential, interactive workforce development methodology, though grounded in theatre rather than gaming.

8Talon Esports (and similar esports agencies)
TypeRegional player
Description

Talon operates esports teams, event production, and partnerships across APAC. It is a regional peer in the esports events/partnership layer that overlaps with LunaTone's Playable Experience and T1-related event production work.

9Andgame
TypeEmerging player
Description

Andgame develops game-based and simulation-based corporate learning solutions for team building, leadership, and soft skills training. It is an emerging direct peer with a similar product-led, methodology-driven approach to LunaTone's G-Learning.

10Asian Electronic Sports Federation (AESF)
TypeDirect peer
Description

AESF is the official Asian esports federation running continental competitions, education programs, and government liaisons. LunaTone has an active partnership with AESF, but AESF is itself a comparable organization combining esports education, events, and policy work across APAC.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks5 records

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Headline, Details, Source

Key highlights6 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers14 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment4 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile4 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

Integration3 records

Each record includes

Title, Type, Description, Source

AI capability3 records

Each record includes

Type, Description, Source

AI maturity
App detail

Has app

Feature5 records

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Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles11 records

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Name, Designation, Designation category, Overview, Profile commentary, Source

Subsidiaries1 record

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Name, Acquired on, Relationship type, Type, Business focus

No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

LunaTone

Corporate Training and Workforce Development Serviceslunatoneinc.jp

LunaTone Inc. is a Tokyo-based Playable Capability Development Studio that uses gaming, esports, and interactive digital culture to deliver workforce training, credited university programs, and capability development for corporations, educational institutions, governments, and content industry clients across APAC, MENA, and North America.

What LunaTone does

LunaTone Inc. is a Tokyo-headquartered private company founded in May 2021 that operates as a "Playable Capability Development Studio," commercializing interactive solutions built on gaming, esports, and digital culture for workforce development, education, and public-sector initiatives. The company's product portfolio centers on two flagship enterprise offerings — Micro Scenario Learning (MSL), an AI-assisted platform that uses generative AI to convert real-world incidents into interactive short-form vertical scenario videos with decision branching and behavioral analytics, and G-Learning, a simulation-based team communication and leadership corporate training program priced between ¥900,000 and ¥1,500,000 per session for groups of 15–30 participants. Beyond these, LunaTone operates sub-brands spanning Playable WORKFORCE (corporate training), Playable EDUCATION (credited university courses and executive education), Playable EXPERIENCE (esports event production and live activations), and Playable Initiatives (government-commissioned programs), alongside adjacent products such as pinpin (senior cognitive wellness), Playable Social Learning (neurodiverse learners), and Playable Enrollment (immersive student recruitment on Roblox).

The company sells primarily through direct enterprise and institutional sales with consultative, quote-based pricing, supplemented by exclusive T1 esports merchandise distribution in Japan via the UZMÉ e-commerce storefront and a LunaTone Emerging Leaders Mentorship Program priced at $2,000 online and $10,000+ onsite per participant. Customer segments are diversified across enterprise (Dentsu, Mitsui Fudosan, Robert Walters Japan, listed corporate training clients), higher education (Temple University Japan, University of Michigan Ross, Yonsei, APU, Hannan, QUT, SEU), government and prefectural bodies (Ibaraki, Saitama, Osaka City, MEXT SpaceTech Committee), and the content industry (T1, Riot Games, Bungie, The Pokémon Company, NetEase, Konami, WCG). The company was originally founded in 2021 and appointed Dr. Baro Hyun (PhD, University of Michigan; former Hyundai Motor Company and KPMG Japan) as CEO in April 2022; a Korean subsidiary, LunaTone Korea Inc., was established in February 2025 to anchor APAC cross-border expansion, and the firm now operates across Japan, South Korea, Saudi Arabia, Singapore, Ghana, Australia, and the United States with regional directors stationed in the Middle East and South Korea.

LunaTone firmographics

Firmographics
Name
LunaTone
Legal name
LunaTone Inc.
Website
https://lunatoneinc.jp
Company type
Private
Founded year
2021
Operating status
Operating
Headcount range
1–10 employees
Short description
LunaTone Inc. is a Tokyo-based Playable Capability Development Studio that uses gaming, esports, and interactive digital culture to deliver workforce training, credited university programs, and capability development for corporations, educational institutions, governments, and content industry clients across APAC, MENA, and North America.
Ownership category
akta.pro rank

Where LunaTone is headquartered

Location

Headquarters

HQ city
Roppongi
HQ country
Japan
HQ region
Asia

Offices2 records

Markets served

LunaTone business model

Business model
GTM type
B2B
Offering type
Services
Cost components
Personnel, Operations, Marketing or Sales, Technology or R&D, Others

Revenue model

  1. Corporate Training Programs: Simulation-based team communication and leadership training programs (G-Learning) sold directly to enterprise clients. Pricing from ¥900,000 to ¥1,500,000 per session for groups of 15-30 participants. Revenue recognized per engagement.
  2. Educational Institution Programs: Co-developed credit-bearing university courses, executive education, and professional programs with partner institutions (universities, vocational schools, IB/international schools). Revenue derived from program fees and co-development contracts.
  3. Interactive Experience & Event Production: Participatory experience production, live activations, and interactive content for content industry clients. Includes esports event coordination, booth production, and UGC game production services.
  4. Public Institution Commissioned Programs: Commissioned programs and research engagements with government bodies, prefectural governments, and public institutions for esports education, regional revitalization, and workforce development initiatives.
  5. Merchandise Sales: Exclusive merchandise distribution partnership with T1 esports team in Japan, including official jerseys, apparel, and accessories sold through the UZMÉ e-commerce storefront.
  6. Mentorship Program: LunaTone Emerging Leaders Mentorship Program offered at $2,000 (online) and $10,000+ (onsite) per participant, targeting executive and leadership development markets.
  7. MSL Platform Licensing / Subscription: AI-assisted Micro Scenario Learning platform for company-wide online training. Pricing model appears consultative/quote-based for enterprise deployment.

Pricing tiers

ModelBillingPrice
One time/ perpetual licensePay-as-you-goG-Learning Basic: ¥1.5M for up to 30 participants, 3-hour session
HybridMulti-year contractLunaTone Emerging Leaders Mentorship Program: Online $2,000 / Onsite from $10,000
SubscriptionAnnualMSL (Micro Scenario Learning): Price upon consultation

Go-to-market motion4 records

Distribution channels6 records

Marketing channels6 records

LunaTone product offering

Product offering

Core offering

LunaTone is a Playable Capability Development Studio that designs and delivers interactive, game-based training, education, and engagement programs for corporations, universities, and public institutions. Its core offerings include the AI-assisted Micro Scenario Learning (MSL) platform for company-wide scenario training, the G-Learning simulation-based corporate training program, university co-developed credit-bearing courses, and commissioned public-sector initiatives. The company also distributes T1 official esports merchandise in Japan through its UZMÉ online storefront.

Product overview

LunaTone is a Playable Capability Development Studio for the Gen-AI Era that creates interactive solutions for workforce development, learning, wellness, and engagement. The company's product portfolio centers on 'Playable Systems' - using gaming, esports, and interactive digital culture as platforms for human capability development. The core offerings include: Micro Scenario Learning (MSL) for AI-assisted branching scenario training; G-Learning for simulation-based team communication and leadership training; Playable Creators for Roblox-based educational programs; Playable Enrollment for student recruitment; Playable Social Learning for neurodiverse learners; and pinpin for senior cognitive wellness. These products are organized under four main sub-brands: Playable WORKFORCE (corporate training), Playable EDUCATION (educational institution solutions), Playable EXPERIENCE (content industry activations), and Playable Initiatives (public institution programs). The company also offers seminar and advisory services for strategy and thought leadership.

Differentiator

Problem solved

Functional benefit

Brands

  • Star Bash: Subsidiary entity that conducted playtesting support operations for Bungie Inc.

Products and services

  • Micro Scenario Learning (MSL) AI-assisted branching scenario training platform that converts real-life incidents, communication challenges, and organizational case studies into interactive short-form learning experiences using AI-generated scenario videos and decision branching, with behavioral analytics for organizational risk and decision-making assessment. Targets enterprise-wide online training for compliance, workplace communication, onboarding, cross-cultural understanding, and behavioral training.
  • G-Learning Simulation-based team communication and leadership corporate training program that uses interactive methodologies from gaming and esports for high-engagement corporate training, team building, new grad onboarding, and leadership development. Delivered in-person, online, or hybrid.
  • Playable Enrollment Immersive digital engagement platform that transforms student recruitment and onboarding into interactive online experiences, recreating campus environments and local culture through collaborative multiplayer activities on game platforms such as Roblox. Targeted at universities and educational institutions.
  • Playable Social Learning Interactive learning solution using gaming technologies, AI, and digital environments to support social communication, emotional understanding, and engagement for neurodiverse learners.
  • pinpin Interactive digital wellness and inclusion platform designed to help seniors and first-time gamers build cognitive confidence and social connection through accessible game-based activities.
  • Playable Creators — New Media & Digital Storytelling with Roblox Educational program under the Playable Creators sub-brand encompassing game creation and digital content production education. The Yonsei KOR 2314 course (Fall 2026) has students design and build Roblox worlds to teach Korean language, cultural norms, and legal knowledge.
  • Playable Careers: Gaming & Esports for Social Innovation Experiential learning and workforce development program exploring how gaming, esports, and interactive digital culture address real-world social, educational, and community challenges through collaborative projects and workshops. Launched at Ritsumeikan Asia Pacific University (APU) as a 4-week program (December 2025 – January 2026).
  • Connect & Create NOBEOKA: Global Bridge Program Cross-cultural learning experience connecting overseas high school students with local students in Nobeoka through metaverse-based cultural exchange (November 2025) and a 5-day videography workshop in Nobeoka, Miyazaki (March 2026), powered by the LunaTone Playable Creators Program.
  • Future Industry Immersion Experiential executive learning program designed around emerging industries such as gaming, esports, digital culture, creator economies, and interactive media, combining global industry access, cultural immersion, and hands-on learning.
  • AI Game Development Workshop (2-hour) Free 2-hour workshop teaching AI-assisted game development using Roblox, requiring no programming knowledge, where participants learn AI utilization methods and basic Roblox game development.
  • LunaTone Emerging Leaders Mentorship Program Executive and leadership development mentorship program offered at $2,000 (online) per participant and $10,000+ (onsite) per participant. Payment via credit card (Stripe) or bank transfer.
  • T1 Official Merchandise Distribution (Japan) Exclusive distribution partnership with T1 Entertainment & Sports for official T1 merchandise in Japan, including official jerseys, apparel, and accessories, sold through the LunaTone-operated UZMÉ e-commerce fashion and culture select shop.

Quantifiable outcome

  • G-Learning participant satisfaction: 4.86/5.00 overall; 4.90/5.00 for 'opportunity to connect with less-familiar colleagues' at Dentsu headquarters training (March 2026)
  • +1 more outcomes

Companies that use LunaTone

Customer profile

Named customers14 records

Segments4 records

Ideal customer profiles4 records

LunaTone technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Integration3 records

AI capability3 records

Feature5 records

LunaTone partnerships and signals

Strategic signal

Partnerships

20 partnerships are on record, tiered minor and core.

  • Information Processing Society of Japan (IPSJ)minorStrategic or Co-development Partner · 25 June 2026CEO Baro Hyun appointed to IPSJ Advisory Board, contributing to stronger collaboration between academia and industry in information science and computing fields.
  • Yonsei UniversitycoreStrategic or Co-development Partner · 15 April 2026Two MOUs signed: (1) with Yonsei-Korean Metaverse Lab (YKML) for co-development of educational games integrating Korean language, literature, and digital culture with game design and interactive storytelling; (2) with UCEAP at Yonsei University for global internship pathways and applied learning programs.
  • The Pokémon Company / T1 Entertainment & SportscoreGTM or Marketing Partner · 28 March 2026Partnership agency coordination between T1 (Korea) and The Pokémon Company (Japan) for the Pokémon UNITE Asia Champions League 2026 FINALS. LunaTone provided multilingual coordination, onsite operations, VIP guest coordination, and T1 booth activation.
  • Saudi Electronic University (SEU)coreStrategic or Co-development Partner · 6 March 2026LunaTone and SEU signed MOU to jointly develop and deliver a one-year 'Diploma in Esports and Digital Innovation' academic program anticipated to begin September 2026. Program covers esports industry foundations, management & operations, digital content, UGC game development, transferable skills, and gaming business strategy aligned with Saudi Vision 2030.
  • Arisaka Chuo Gakuen (Chuo College Group)coreStrategic or Co-development Partner · 3 February 2026Comprehensive multi-year partnership for experiential transferable skills education using esports and games. Includes program implementation, esports facility consulting, student education, and global exchange programs. Mid-to-long term plans include 15-week LunaTone Career Accelerator (LCA) program and Roblox-based international cultural exchange.
  • Korea AI Game Association (KAIGA)coreStrategic or Co-development Partner · 15 January 2026Cross-border partnership for Japan-Korea game development exchange, student mobility, indie ecosystem support, and career pathways. Five core areas: joint game development exchange program, Japan-Korea joint game creation group, indie game exhibition & market entry support, educational programs & academic collaboration, and career development & mobility support.
  • Ritsumeikan Asia Pacific University (APU)coreStrategic or Co-development Partner · 12 November 2025Launch of 'Playable Careers: Gaming & Esports for Social Innovation' — a 4-session social-issue-solving career education program combining online and on-site formats. Kickoff event APU Game Arcade held November 13, 2025, with program running December 2025 – January 2026.
  • Cable Media Waiwai (Nobeoka)minorGTM or Marketing Partner · 1 November 2025Part 2 of Connect & Create NOBEOKA — videography workshop delivery in Nobeoka, Miyazaki Prefecture, with participation by overseas and local students, March 2026.
  • Cable Media WaiwaiminorStrategic or Co-development Partner · 21 October 2025Joint 'Connect & Create NOBEOKA: Global Bridge Program' — metaverse cultural exchange (November 2025) and 5-day videography workshop in Nobeoka, Miyazaki (March 2026) connecting overseas and local students, powered by LunaTone Playable Creators Program.
  • MEXT SpaceTech Human Resource Development ProgramminorStrategic or Co-development Partner · 1 October 2025CEO Baro Hyun appointed to Education Program Development Committee of the national SpaceTech HR program led by CHUO College Group, with IHI Aerospace and JAXA as partners.
  • Esports Association, Ghana (EAG)minorStrategic or Co-development Partner · 29 July 2025MOU to advance esports education and cultural exchange across West Africa. Part of LunaTone's expansion into MENA and African markets.
  • Robert Walters JapancoreGTM or Marketing Partner · 1 July 2025Co-production of Expo 2025 Osaka UK Pavilion 'Empowering Connection Through Gaming' event. Also 'Business 2 Gaming: Gaming After Hours' event series for business professionals.
  • Redd+E Pte Ltd (Singapore)minorStrategic or Co-development Partner · 23 June 2025MOU to launch elderly-focused esports and gaming programs in Singapore. Expands LunaTone's senior wellness gaming initiative (pinpin) into Southeast Asian market.
  • T1 Entertainment & SportscoreStrategic or Co-development Partner · 1 June 2025MOU with T1 Esports Academy to jointly develop and deliver business curriculum for talent development in Japan. Also exclusive Japan merchandise distribution partnership and T1 x Pokémon UNITE partnership agency role. Deep collaboration in education, talent development, and esports ecosystem activation.
  • Asian Electronic Sports Federation (AESF)minorStrategic or Co-development Partner · 15 January 2025Partnership to pioneer esports innovation and inclusivity, with focus on senior-generation esports promotion and technology innovation.
  • Ibaraki Prefectural GovernmentcoreStrategic or Co-development Partner · 1 December 2024Organized and managed 'Ibaraki Metaverse Cultural Exchange Program 2024' and 'Ibaraki Metaverse Game Creation Contest 2024'. Multi-year collaboration for digital content talent development and regional revitalization through gaming.
  • Temple University Japan (TUJ)coreStrategic or Co-development Partner · 1 November 2024Longstanding partnership for esports management education. CEO Baro Hyun served as Adjunct Assistant Professor. 7 interns accepted in Summer 2024. NYU Tisch Institute and Seoul National University SNU Esports & Business Club collaborations also active.
  • Mitsui Fudosan / Riot GamescoreGTM or Marketing Partner · 1 August 2024Venue coordination agency for VCT Pacific Stage 2 Finals 2025 at LaLa arena TOKYO-BAY. VIP lounge planning and hospitality operations for Riot Games event.
  • World Cyber Games (WCG) / Bigpicture InteractivecoreGTM or Marketing Partner · 1 April 2024Production of WCG 2024 Challenge Japan: Street Fighter 6 — the world's first revived WCG competition brand in Japan. LunaTone served as production partner.
  • University of Michigan Ross School of BusinesscoreStrategic or Co-development Partner · 1 January 2024Executive education and leadership workshops in esports and digital entertainment. CEO Baro Hyun is an alumnus. 'Bagels with Baro' session hosted at University of Michigan Rackham Graduate School.

Scale indicators5 records

Recent moves7 records

Expansion highlights6 records

LunaTone competitors and assessment

Company assessment

Direct peers

  • Mursion: Mursion provides AI-powered and human-in-the-loop simulation-based training for corporate soft skills (leadership, communication, sales). It is the closest direct peer to LunaTone's G-Learning and MSL offerings, both selling immersive scenario-based training to enterprise customers via subscription and per-session models.
  • British Esports Federation: British Esports is a national federation that combines esports events, education programs, and industry partnerships across the UK. It is directly comparable to LunaTone's esports-meets-education model and partnership-led approach, though it operates as a non-profit federation rather than a commercial studio.
  • North America Scholastic Esports Federation (NASEF): NASEF runs scholastic esports programs, career pathways, and academic competitions for students and educators in North America. It is highly comparable to LunaTone's Playable Careers / Playable Education offerings in combining esports with formal education and career development.
  • Asian Electronic Sports Federation (AESF): AESF is the official Asian esports federation running continental competitions, education programs, and government liaisons. LunaTone has an active partnership with AESF, but AESF is itself a comparable organization combining esports education, events, and policy work across APAC.

Broad incumbents

  • Cornerstone OnDemand: Cornerstone is a large-scale corporate learning and talent management platform serving global enterprises with content, skills, and credentialing. It is a broad incumbent in LunaTone's adjacent market that could add gamified scenario training as a feature within its broader suite.
  • Degreed: Degreed is an enterprise upskilling and capability development platform that emphasizes learning experiences and skill pathways. Comparable to LunaTone's 'Playable Capability Development' positioning, but operating at much larger enterprise scale with broader content categories.

Emerging players

  • Kahoot!: Kahoot! provides gamified learning and training experiences for education and corporate audiences. It is a partial-overlap peer given LunaTone's interactive, game-based learning methodology, though Kahoot's core product is quiz/assessment-based rather than scenario-driven.
  • Second City Works: Second City Works brings experiential, improv-based learning to corporate training, leadership development, and culture work. Comparable to LunaTone's experiential, interactive workforce development methodology, though grounded in theatre rather than gaming.
  • Andgame: Andgame develops game-based and simulation-based corporate learning solutions for team building, leadership, and soft skills training. It is an emerging direct peer with a similar product-led, methodology-driven approach to LunaTone's G-Learning.

Regional players

  • Talon Esports (and similar esports agencies): Talon operates esports teams, event production, and partnerships across APAC. It is a regional peer in the esports events/partnership layer that overlaps with LunaTone's Playable Experience and T1-related event production work.

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks5 records

Key highlights6 records

Customer concentration

LunaTone social profiles

Digital presence

LunaTone financial estimates

Financial estimate

Revenue estimate

Valuation estimate

LunaTone leadership team

Management profile

Number of profiles

Profiles11 records

LunaTone subsidiaries and ownership

Company hierarchy

Subsidiaries1 record

LunaTone funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

LunaTone M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about LunaTone

What does LunaTone do?

LunaTone is a Playable Capability Development Studio that designs and delivers interactive, game-based training, education, and engagement programs for corporations, universities, and public institutions. Its core offerings include the AI-assisted Micro Scenario Learning (MSL) platform for company-wide scenario training, the G-Learning simulation-based corporate training program, university co-developed credit-bearing courses, and commissioned public-sector initiatives. The company also distributes T1 official esports merchandise in Japan through its UZMÉ online storefront.

Is LunaTone a public or private company?

LunaTone is a private company. It is classified as founder individual operated bootstrapped and is currently operating.

When was LunaTone founded?

LunaTone was founded in 2021. It employs 1 to 10 people.

Where is LunaTone based?

LunaTone is headquartered in Roppongi, Japan, in the Asia region.

How does LunaTone make money?

Seven revenue lines are on record. Corporate Training Programs are the primary driver. The others are educational Institution Programs, interactive Experience & Event Production, public Institution Commissioned Programs, merchandise Sales, mentorship Program and MSL Platform Licensing / Subscription.

Who are LunaTone's main competitors?

Direct peers on record are Mursion, British Esports Federation, North America Scholastic Esports Federation (NASEF) and Asian Electronic Sports Federation (AESF). Broad incumbents are Cornerstone OnDemand and Degreed. Emerging players are Kahoot!, Second City Works and Andgame. Talon Esports (and similar esports agencies) is listed as a regional player.

Does LunaTone have an API?

No public API is recorded for LunaTone.

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