NASEF JAPAN
Tokyo-based non-profit (NPO) founded in 2020 that uses scholastic esports and Minecraft-based curriculum to deliver STEAM, PBL, and SEL education to Japanese middle and high school students, operating 650+ member schools and 27 corporate members under the global NASEF network.
- Company typePrivate
- Founded2020
- HeadquartersTokyo, Japan
- Headcount—
- GTM typeB2B
- OfferingServices
What NASEF JAPAN does
NASEF JAPAN (国際教育eスポーツ連盟ネットワーク日本本部) is a Tokyo-based Specified Non-Profit Corporation (NPO) founded in November 2020 that promotes scholastic esports and game-based learning programs for Japanese middle and high school students. Operating as the official Japan headquarters of the global Network of Academic and Scholastic Esports Federations, the organization positions esports not as an end in itself but as an instructional vehicle for STEAM education, Project-Based Learning (PBL), and Social Emotional Learning (SEL), with all program design developed in collaboration with practicing teachers and academic researchers.
The organization's product portfolio spans competitive tournaments, structured curriculum, and teacher enablement. Flagship events include the annual NASEF JAPAN National High School Esports Championship (NHEC) featuring League of Legends, VALORANT, Fortnite, Apex Legends, and Street Fighter 6, the seasonal NASEF MAJOR series, and the international NASEF Farmcraft® Minecraft-based agricultural simulation contest. Curriculum products (Classcraft for classroom subjects and Clubcraft for extracurricular PBL activities) are built on licensed Minecraft Education Edition rather than proprietary technology, with new themed editions released quarterly. Supporting programs include the Beyond the Game SEL framework, PBL teacher training workshops, a Fellowship Program, an esports instructor certification system launched in 2026, and the annual NASEF JAPAN Prefectural Esports × Education White Paper.
NASEF JAPAN generates revenue through a hybrid NPO model anchored on corporate supporting memberships (500,000 yen per unit annually, with 27 corporate members as of April 2026 including Third Wave, NTT e-Sports, Logitech Japan, and Rakuten Group), donations and tournament sponsorships, advertising on events and the official website per its articles of incorporation, and paid publication sales of the annual white paper. School membership, tournament entry for students, and Farmcraft participation are offered free of charge. Distribution relies on a direct member-school registration portal, prefectural and municipal government partnerships (Saga, Ibaraki, Yokosuka), academic collaborations (Tokyo University of Science, University of Tsukuba, iU), and the annual e-Sports International Education Summit.
NASEF JAPAN firmographics
Firmographics- Name
- NASEF JAPAN
- Legal name
- 特定非営利活動法人国際教育eスポーツ連盟ネットワーク日本本部
- Website
- https://nasef.jp
- Company type
- Private
- Founded year
- 2020
- Operating status
- Operating
- Short description
- Tokyo-based non-profit (NPO) founded in 2020 that uses scholastic esports and Minecraft-based curriculum to deliver STEAM, PBL, and SEL education to Japanese middle and high school students, operating 650+ member schools and 27 corporate members under the global NASEF network.
- Ownership category
- akta.pro rank
NASEF JAPAN industry classification
Industry- Product category
- Scholastic Esports Education
- NAICS
- Sports and Recreation Instruction (611620), Other Schools and Instruction (6116), Educational Support Services (611710)
- SIC
- Services-Membership Sports & Recreation Clubs (7997), Services-Membership Organizations (8600), Services-Educational Services (8200)
- akta.pro primary industry
- Collegiate/Scholastic Esports Programs & Leagues (MPAFADAK)
- akta.pro secondary industries
- Esports & Competitive Gaming Programs (EDALAIAO), Collegiate & Scholastic Esports Tournaments (MPAGANAE), University/School Sport Governing Bodies (Collegiate/Scholastic Associations) (MPAKAFAG), Collegiate & Scholastic Tournament Organizers (MPAKADAG)
Keywords
Where NASEF JAPAN is headquartered
LocationHeadquarters
- HQ city
- Tokyo
- HQ country
- Japan
- HQ region
- Asia
Offices2 records
Markets served
NASEF JAPAN business model
Business model- GTM type
- B2B
- Offering type
- Services
- Cost components
- Personnel, Operations, Marketing or Sales, Technology or R&D
Revenue model
- Membership fees (会費・賛助会費): According to the organization's articles of incorporation (定款), NASEF JAPAN collects membership fees. Supporting members (賛助会員) pay an annual fee of 500,000 yen per unit (年間1口以上). The organization also collects admission fees (入会金) of 10,000 yen for regular members (正会員). The membership structure was formalized in April 2026 with the launch of the full member (正会員) system, with 27 corporate/organizational members as of April 2026.
- Donations and sponsorships (寄付・賛助): The organization accepts donations (寄付) and operates with corporate sponsors who provide financial and in-kind support. Major sponsors of the NASEF JAPAN全日本高校eスポーツCampeonato include Third Wave (サードウェーブ), NTT e-Sports, and Logitech Japan (ロジクール) as special co-sponsors. The donation/sponsorship page is listed in the main navigation of the website.
- Advertising revenue (広告掲載事業): Per Article 5 of the articles of incorporation (定款), the organization conducts advertising on esports events, tournaments, and its official website as a supplementary business activity. Revenue from this activity is reinvested into the primary nonprofit educational programs.
- Publication sales (白書販売): NASEF JAPAN publishes and sells the 'NASEF JAPAN都道府県別eスポーツ✕教育白書2024' (NASEF JAPAN Prefectural Esports × Education White Paper 2024), a comprehensive report on esports penetration and educational activities across Japan's prefectures, with input from academic experts. Sold as a paid publication.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | 正会員 (Regular Individual/Organizational Member) — full organizational membership with voting rights in theNPO's governance |
| Subscription | Annual | 賛助会員 (Supporting Member) — organizational members who support the organization's mission financially |
| Freemium | Pay-as-you-go | NASEF JAPAN全日本高校eスポーツ選手権 Tournament Participation — free for all student participants |
| Freemium | Pay-as-you-go | NASEF Farmcraft® Contest — free participation for Japanese school teams |
| One time/ perpetual license | Pay-as-you-go | NASEF JAPAN都道府県別eスポーツ✕教育白書2024 — paid publication |
Go-to-market motion2 records
Distribution channels6 records
Marketing channels9 records
NASEF JAPAN product offering
Product offeringCore offering
NASEF JAPAN operates a comprehensive educational esports ecosystem for Japanese middle and high school students, providing Minecraft-based curriculum materials (Classcraft for classrooms, Clubcraft for club activities), organizing national esports championships (NASEF JAPAN National High School Esports Championship) and seasonal tournaments (NASEF MAJOR), facilitating participation in international contests (Farmcraft®), delivering Project-Based Learning teacher training, and publishing annual research on educational esports outcomes. All programs are delivered free of charge to student participants through a non-profit, membership-funded model.
Product overview
NASEF JAPAN is an educationalNPO that uses esports as a tool for STEAM education and digital talent development for Japanese high school and middle school students. The organization offers a comprehensive portfolio of products and services centered around esports education, including the NASEF JAPAN National High School Esports Championship (NHEC) as the flagship annual tournament, the NASEF Farmcraft® international Minecraft-based agricultural simulation contest, and the NASEF MAJOR seasonal tournament series. Educational products include Classcraft (classroom materials) and Clubcraft (club activity materials) developed under the NASEF JAPAN craft Project for Minecraft-based learning. Supporting services include the International Esports Education Summit (eスポーツ国際教育サミット), PBL Teacher Training (PBL教育教員研修会), esports instructor certification (eスポーツ人材育成能力認定制度), and the Beyond the Game Program for Social Emotional Learning. The organization also publishes the annual NASEF JAPAN Prefectural Esports×Education White Paper. With over 650 member schools nationwide, the ecosystem combines competitive esports participation with educational outcomes, connecting tournaments, curriculum materials, teacher training, and research publications into an integrated educational platform.
Differentiator
Problem solved
Functional benefit
Products and services
- NASEF JAPAN National High School Esports Championship (NHEC / NASEF JAPAN全日本高校eスポーツ選手権) National high school esports championship tournament featuring multiple competitive game titles including League of Legends, VALORANT, Fortnite, Apex Legends, and Street Fighter 6. The tournament uses a block-based regional qualifying system with online qualifiers and offline finals at RED° TOKYO TOWER. Free for student participants.
- NASEF Farmcraft® International Minecraft-based agricultural simulation contest where students solve real-world agricultural challenges including food security, sustainable farming practices, and market distribution. Junior (ages 8-13) and Senior (ages 13-18) divisions. Free participation for Japanese school teams.
- Classcraft (授業向け教材) Minecraft-based classroom educational materials for major academic subjects (Science, English) designed for first-year high school students. Materials include Chemistry (flame reaction), Earth Science (igneous rocks), Biology (biomes), English (cross-cultural understanding), and food culture topics. Requires Minecraft Education Edition.
- Clubcraft (部活動向け教材) Minecraft-based club activity materials designed for student-led group work following a 3-step PBL approach: Investigation (input), Building (creation), and Presentation (output). Multiple themed editions including Regional Exploration, School Songs, Cultural Properties, Trophy Design, and Ideal School.
- NASEF MAJOR (Seasonal Tournament Series) Seasonal high school esports tournament series featuring League of Legends, Fortnite, VALORANT, Rocket League, and Apex Legends. Includes the 'Beyond the Game Program' providing Social Emotional Learning (SEL) education alongside competition.
- eスポーツ国際教育サミット (International Esports Education Summit) Annual international esports education summit bringing together educators, researchers, and industry experts to discuss STEAM education through esports. Topics cover STEAM education, esports in schools, research findings, and program launches.
- PBL教育教員研修会 (PBL Teacher Training) Professional development training program for teachers on Project-Based Learning (PBL) methodologies using esports and gaming in education. Covers curriculum development, club management, and esports integration into classroom activities.
- eスポーツ人材育成能力認定制度 (Esports Instructor Certification) Certification system for individuals seeking to guide esports clubs and educational programs. Establishes professional standards for esports educators in partnership with industry standards.
- eスポーツ・クリエイティブ・チャレンジ (Esports Creative Challenge) High school student creative contest challenging students to develop solutions to social issues (SDGs) through esports. Judged on five criteria: theming, creativity, logic, expression, and feasibility.
- 部活動マニュアル (Club Activity Manual) Club activity manual providing guidelines for establishing and operating esports clubs in schools. Includes establishment guides, operation guidelines, and best practices for student-led club activities.
- 加盟校ポータルサイト (Member School Portal) Portal website for member schools providing resources, guidelines, curriculum materials, and member-exclusive content. Requires registration as a member school to access educational materials and support services.
- NASEF JAPAN Prefectural Esports × Education White Paper 2024 (NASEF JAPAN都道府県別eスポーツ×教育白書2024) Annual white paper report on esports and education penetration by prefecture across Japan. Includes survey data on esports activities, educational case studies, and research findings from academics. Sold as a paid publication.
- NASEF FARMCRAFT® Ibaraki Contest Ibaraki Prefecture-specific Minecraft-based agricultural simulation contest focused on local agricultural issues and SDGs. Japanese-language regional version of Farmcraft® for high school students in Ibaraki Prefecture.
Quantifiable outcome
- NASEF Farmcraft® 2025 world championship — 立修館高等専修学校 achieved World No. 1 (Senior division), marking the first-ever world championship win for Japan in this contest
- +7 more outcomes
Companies that use NASEF JAPAN
Customer profileNamed customers6 records
Segments5 records
Ideal customer profiles4 records
NASEF JAPAN technology and API
TechnologyTechnology focussed No
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Integration5 records
Feature5 records
NASEF JAPAN partnerships and signals
Strategic signalPartnerships
33 partnerships are on record, tiered core, major, flagship and minor.
- Tokyo University of Science (東京理科大学)coreNASEF JAPAN conducts joint empirical research with Tokyo University of Science's Faculty of Business Administration (経営学部), International Design Management Department (国際デザイン経営学科). Research focuses on validating the educational effects of esports on students' cognitive, emotional, and social development. Key researcher: Professor Kakihara Masao (柿原正郎), who also serves as NASEF JAPAN's chairman. Research outcomes were published at the 4th eスポーツ国際教育サミット (March 2023).
- University of Tsukuba (筑波大学)coreNASEF JAPAN collaborates with University of Tsukuba's Smart Wellness City Policy Development Research Center (スマートウエルネスシティ政策開発研究センター) on research into the educational significance of high school esports clubs. Research uses group interviews with students to study the impact of esports participation on adolescent development. Key researcher: Associate Professor Seino Jun (清野 隼). Findings were presented at the 4th eスポーツ国際教育サミット.
- iU — Information and Innovation Management Professional University (情報経営イノベーション専門職大学)majorNASEF JAPAN entered a partnership agreement with iU (Information and Innovation Management Professional University, Tokyo, President: Nakamura Ichizao) in December 2024. iU operates an iUeSports project and the partnership aims to further activate educational esports activities. iU Professor Ebata Hiroto supervised the launch of the 'Scholastic Esports SmartBrief' newsletter, which translates and distributes NASEF (USA) educational esports news to NASEF JAPAN member school teachers, compiled by iU students.
- Saga Prefecture Board of Education (佐賀県 教育委員会)majorNASEF JAPAN entered a partnership agreement with the Saga Prefecture Board of Education in connection with the 'SAGA High School DI (Digital Innovation) Human Resource Development Program.' The partnership was formalized at the program kickoff event (May 2024). NASEF JAPAN provides Minecraft-based 3D model creation workshops and educational content as part of the program, contributing to Saga's digital talent cultivation initiative.
- Third Wave (株式会社サードウェーブ)flagshipThird Wave (DOSPARA/galleria) is a special co-sponsor (特別協賛) of the NASEF JAPAN全日本高校eスポーツ選手権 and a founding 正会員 corporate member. The company provides gaming PC hardware support and sponsorship for national esports tournaments. Its representative, Nagai Masaki (永井 正樹, COO), gave remarks at the NASEF JAPAN press briefing in April 2026.
- NTT e-Sports (株式会社NTTe-Sports)flagshipNTT e-Sports is a special co-sponsor (特別協賛) of the NASEF JAPAN全日本高校eスポーツ選手権 and a founding 正会員 corporate member. Its representative, Harada Motoharu (原田 元晴, CEO), gave remarks at the NASEF JAPAN press briefing in April 2026.
- Logitech Japan (株式会社ロジクール)flagshipLogitech Japan is a founding 正会員 corporate member and supporter of NASEF JAPAN. Its representative, Kasahara Kenji (笠原 健司, President), gave remarks at the NASEF JAPAN press briefing in April 2026. Logitech provides gaming peripherals and equipment support for tournament operations.
- Rakuten Group (楽天グループ株式会社)majorRakuten Group is listed as one of the 27 正会員 corporate members as of April 2026, contributing to the corporate membership base supporting NASEF JAPAN's educational esports mission.
- Kanazawa Institute of Technology Tokyo Campus (金沢工業大学 虎ノ門キャンパス)minorThe Kanazawa Institute of Technology Tokyo campus (located at Akaban East Building 13F, 1-3-4 Atago, Minato-ku, Tokyo) served as the venue for the NASEF JAPAN press briefing on April 24, 2026, marking the launch of national organization expansion and the 正会員 system.
- Yokosuka City (神奈川県横須賀市)majorNASEF JAPAN participates in Yokosuka City's 'Yokosuka e-Sports Partners' system, launched in May 2023. This public-private partnership aims to promote esports education, ICT education, and STEAM education in the city. NASEF JAPAN contributes educational content, esports club support, and international exchange facilitation for affiliated high schools in the city.
- Sigma Soft Service (シグマソフトサービス株式会社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- CIVIL CREATE (合同会社CIVIL CREATE)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Shimane Prefecture Esports Union ((一社)島根県eスポーツ連合)minorListed as one of the 27 正会員 members as of April 2026. Partnered with NASEF JAPAN for the 江津eスポーツ大会&フォーラム event in March 2024.
- Fukui Prefecture Esports Union ((一社)福井県eスポーツ連合)minorListed as one of the 27 正会員 members as of April 2026.
- Tokushima Esports Association (徳島eスポーツ協会)minorListed as one of the 27 正会員 members as of April 2026.
- Appiliate (株式会社アプリシエイト)minorListed as one of the 27 正会員 corporate members as of April 2026.
- E-Stadium ( e포츠타adium株式会社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Aimnext (エイムネクスト株式会社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Kimura Information Technology (木村情報技術株式会社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Kumamoto Nichinichi Shimbun (株式会社熊本日日新聞社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- COCRI (COCRI合同会社)minorListed as one of the 27 正会員 members as of April 2026.
- Taihei Ohkyu (株式会社大広九州)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Ditadeus (株式会社ディタデアス)minorListed as one of the 27 正会員 corporate members as of April 2026.
- DRIMAGE JAPAN (株式会社DRIMAGE JAPAN)minorListed as one of the 27 正会員 corporate members as of April 2026.
- PURPOSE JAPAN (株式会社パーパスジャパン)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Haiho (株式会社ハイホー)minorListed as one of the 27 正会員 corporate members as of April 2026.
- HAGANE (株式会社HAGANE)minorListed as one of the 27 正会員 corporate members as of April 2026. (As of April 13, 2026, the member company changed from DELTA PLUS.)
- Yanai Grand Hotel (株式会社柳井グランドホテル)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Udome (株式会社ユードム)minorListed as one of the 27 正会員 corporate members as of April 2026.
- LANNER (株式会社LANNER)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Relieve (株式会社りらいぶ)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Re.road (Re.road株式会社)minorListed as one of the 27 正会員 corporate members as of April 2026.
- Rascal Jester (プロ电竞团队)flagshipProfessional esports organization (LJL/LoL and PUBG divisions) that served as a special instructor and mentor for the 'Beyond the Game Program' accompanying the NASEF JAPAN MAJOR League of Legends Spring 2022 tournament. The winning team received an exchange match (交流戦) with Rascal Jester as part of their prize. Rascal Jester is based in Japan and competed in the LJL Summer Split 2021, finishing as runner-up.
Scale indicators6 records
Recent moves10 records
Expansion highlights5 records
NASEF JAPAN competitors and assessment
Company assessmentOthers
- Microsoft (Minecraft Education): Provider of Minecraft Education Edition, the platform on which all Classcraft and Clubcraft curricula are built. Comparable as the foundational technology dependency for NASEF JAPAN's educational content library and Farmcraft contest.
- Riot Games Japan: Publisher of League of Legends and VALORANT, two of the five NHEC championship titles. Functions as an upstream content provider and indirect competitor through Riot's own high school tournament programs; a key dependency for NASEF JAPAN's tournament operations.
- Capcom: Publisher of Street Fighter 6, one of the NHEC championship titles, and provider of game codes as tournament prizes. Comparable as a critical third-party content provider whose policy decisions directly shape NASEF JAPAN's competitive portfolio.
Direct peers
- High School Esports League (HSEL): US-based scholastic esports league operating high school tournaments and curriculum programs. Closely comparable peer in the same niche (organized high school esports + education overlay) and a potential global partner/competitor for NASEF JAPAN's international Farmcraft ecosystem.
- 一般社団法人全国高校eスポーツ部活動支援機構: Japanese association supporting high school esports club activities nationwide. Closely comparable as a domestic peer targeting the same high school esports club ecosystem, with overlapping government and corporate partner relationships in Japan.
- NASEF (Network of Academic and Scholastic Esports Federations, US parent): US-based parent organization of NASEF JAPAN and operator of the global scholastic esports network (70+ countries, 8,000+ clubs, 200,000+ students). Directly comparable as the originator of the Farmcraft contest, Classcraft/Clubcraft curriculum, and Beyond the Game SEL program that NASEF JAPAN localizes.
Broad incumbents
- 一般財団法人日本eスポーツ連合 (JeSU): Japan's national esports federation with broader mandate spanning professional esports, international representation, and youth programs. Comparable as a parallel institution shaping Japan's scholastic esports landscape, though with a wider portfolio that includes professional competition licensing.
- 一般社団法人日本eスポーツ協会: Japan-based esports industry association with broader remit across competitive, educational, and industry-facing esports initiatives. Comparable as a parallel institutional player in Japan's maturing scholastic esports landscape.
Market position
Strengths5 records
Weaknesses4 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
NASEF JAPAN social profiles
Digital presenceNASEF JAPAN financial estimates
Financial estimateRevenue estimate
Valuation estimate
NASEF JAPAN leadership team
Management profileNumber of profiles
Profiles11 records
NASEF JAPAN funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
NASEF JAPAN M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about NASEF JAPAN
What does NASEF JAPAN do?
NASEF JAPAN operates a comprehensive educational esports ecosystem for Japanese middle and high school students, providing Minecraft-based curriculum materials (Classcraft for classrooms, Clubcraft for club activities), organizing national esports championships (NASEF JAPAN National High School Esports Championship) and seasonal tournaments (NASEF MAJOR), facilitating participation in international contests (Farmcraft®), delivering Project-Based Learning teacher training, and publishing annual research on educational esports outcomes. All programs are delivered free of charge to student participants through a non-profit, membership-funded model.
Is NASEF JAPAN a public or private company?
NASEF JAPAN is a private company. It is classified as nonprofit foundation owned and is currently operating.
When was NASEF JAPAN founded?
NASEF JAPAN was founded in 2020.
Where is NASEF JAPAN based?
NASEF JAPAN is headquartered in Tokyo, Japan, in the Asia region.
How does NASEF JAPAN make money?
Four revenue lines are on record. Membership fees (会費・賛助会費) is the primary driver. The others are donations and sponsorships (寄付・賛助), advertising revenue (広告掲載事業) and publication sales (白書販売).
Who are NASEF JAPAN's main competitors?
Others on record are Microsoft (Minecraft Education), Riot Games Japan and Capcom. Direct peers are High School Esports League (HSEL), 一般社団法人全国高校eスポーツ部活動支援機構 and NASEF (Network of Academic and Scholastic Esports Federations, US parent). Broad incumbents are 一般財団法人日本eスポーツ連合 (JeSU) and 一般社団法人日本eスポーツ協会.
Does NASEF JAPAN have an API?
No public API is recorded for NASEF JAPAN.
What industry is NASEF JAPAN in?
NASEF JAPAN's product category is Scholastic Esports Education. Its primary akta.pro industry code is MPAFADAK, Collegiate/Scholastic Esports Programs & Leagues, with a secondary code of EDALAIAO, Esports & Competitive Gaming Programs. Its NAICS code is 611620 and its SIC code is 7997.