
Okayama University held the entrepreneurship education program “EntreQuest 2026 Okayama in Spring” on March 15, 2026, in collaboration with Armory Inc., at the Co-Creation Innovation Lab KIBINOVE on its campus.
This program is characterized by incorporating the worldview of RPGs (role-playing games), allowing participants to experience the entire process of entrepreneurship while working in teams.
Approximately 40 participants, including junior high and high school students from Okayama and Hiroshima prefectures, as well as university student fellows who served as mentors, took part in the program.
The entrepreneurship experience followed a structured process:
- Idea generation
- Business model design
- Simulated fundraising using virtual capital
- Final pitch presentations
Through these activities, the program aimed to foster participants’ ability to communicate their ideas to society.
In the morning, lectures and team-building sessions were conducted. In the afternoon, participants worked in teams to develop business ideas and engage in fundraising simulations.
During the final presentations, a variety of ideas were introduced, including:
- An application that turns homework into a game-like experience
- A regional information magazine for foreign tourists
- Digital tools to improve sleep quality
- Items aimed at preventing nighttime traffic accidents
Participants shared feedback highlighting the enjoyment of teamwork and the new perspective of approaching social issues from a business standpoint.
This initiative serves as a practical educational opportunity to cultivate creativity and collaboration skills required for the next generation. Okayama University stated that it will continue to collaborate with local communities and diverse organizations to expand opportunities for young people.
Annotation (Wright Brothers News Perspective)
In Japan, universities often go beyond their role as educational institutions by collaborating with local communities and companies to simultaneously promote human resource development and solve social challenges. In recent years, entrepreneurship education has gained increasing importance, with more opportunities being created for younger generations to engage in practical learning experiences.
Traditionally, entrepreneurship in Japan has often been perceived as something only for a select group of individuals. However, programs like this are gradually fostering a culture where students can encounter business concepts and social issues from an early stage.
From the perspective of Wright Brothers News, this initiative represents more than just an educational event—it is a meaningful step toward embedding a culture of challenge and innovation in society. Just as the Wright brothers ventured into the unknown, today’s younger generations are expected to actively engage with societal challenges.
By utilizing the familiar and engaging format of RPGs, this program lowers the barriers to entrepreneurship and helps nurture future innovators. The expansion of such initiatives may contribute to accelerating regional innovation and the creation of new value.

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