Benesse Corporation (Headquarters: Okayama City, Okayama Prefecture; President and CEO: Daisuke Iwase; hereinafter 'Benesse'), provider of the correspondence education program 'Shingakken Elementary Course' supporting elementary school students' learning and daily life, will begin offering a collaborative content titled 'Touch Puyo Puyo' in partnership with SEGA Corporation (Headquarters: Shinagawa Ward, Tokyo; President, COO: Fumifumi Umi, hereinafter 'SEGA') starting July 25, 2026. This initiative, hosted within the 'Shingakken Elementary Course' Challenge Touch platform, aims to encourage children to enjoy learning through gaming.

*Note: Screenshots are for reference only and may change during development.

Overview: Not 'Games or Study,' but 'Games as Learning'

A June 2026 survey conducted by Benesse (※1) revealed that 55.2% of parents feel their children find smartphones and games more appealing than studying. Many households also express concerns about gaming, such as eye strain, excessive usage time, and difficulty adhering to time limits. On the other hand, 94.4% of parents positively view incorporating game elements into learning. Key expected benefits (multiple responses) include 'making learning enjoyable' (76.8%), 'increasing interest in learning' (65.6%), and 'encouraging self-directed study' (60.1%). Meanwhile, elementary students frequently express a desire to play more games, yet also show awareness of wanting to enjoy them within set time limits and rules.

In response, Benesse and SEGA aim to move beyond the binary choice of 'games or study' and instead deliver experiences where games serve as an entry point for natural learning engagement. SEGA has leveraged its expertise and assets from the 'Puyo Puyo' series to support educational initiatives. Benesse, through its Shingakken program, has long promoted gamification in learning materials under the concept of 'making studying enjoyable.' By combining their respective expertise, the two companies aim to link the engaging fun of games with meaningful learning, helping children discover the joy of self-directed study.

Comment from Eikazu Masadou, Elementary School Teacher and Visiting Researcher at the University of Tokyo (Supervisor)

The strength of gamification lies in its ability to naturally foster a desire to learn. Games can reduce resistance to studying and create a flow that encourages children to participate willingly and persist. Furthermore, through experiences of achievement and immersion, children can develop the essential ability to continue learning independently—an indispensable skill for the future.

Comment from Mizuki Hosoyamada, General Producer, SEGA 'Puyo Puyo' Series

'Puyo Puyo' has actively engaged younger audiences, including establishing junior divisions in esports. It has also made an impact in educational fields through initiatives like 'Puyo Puyo Programming,' a programming learning tool. On the 35th anniversary of 'Puyo Puyo,' we are delighted to collaborate with Benesse. This partnership presents an exciting opportunity to explore the educational potential that 'Puyo Puyo' can offer.

Comment from Yusuke Mizukami, Head of the Elementary School Division, Benesse Corporation

The Shingakken Elementary Course has always aimed to make studying enjoyable by providing materials and learning experiences that inspire children to learn independently. 'Puyo Puyo,' our collaboration partner, is not only beloved by many children but also a game that cultivates thinking and trial-and-error skills. By combining its fun with Shingakken’s educational expertise, we aim to create an experience where children naturally encounter learning while deeply engaged in play. We hope this content becomes a starting point for children to feel the joy and sense of achievement in learning, taking their first step toward enjoying studying.

Overview of the Collaborative Game 'Touch Puyo Puyo'

*Note: Screenshots are for reference only and may change during development.

An educational puzzle game co-developed by Shingakken and Puyo Puyo, featuring two modes: 'Normal Mode' and 'Kanji Mode.' In 'Normal Mode,' players enjoy the classic Puyo Puyo gameplay while developing foresight and problem-solving skills.

In 'Kanji Mode,' younger students connect and clear puyos labeled with kanji related to themes such as 'weather' or 'nature,' aiming not only to play but also to learn kanji through thematic grouping and spark interest in characters. For upper elementary grades, the mode focuses on learning radicals—players connect and clear puyos with kanji sharing the same radical, promoting kanji acquisition through radical recognition. The game’s key feature is enabling natural, enjoyable acquisition of kanji knowledge and boosting interest in learning.

・Title: Touch Puyo Puyo

・Target: Elementary school students (grades 1–6) enrolled in Shingakken Elementary Course (Challenge Touch)

・Availability Period: July 25, 2026 – October 24, 2026

※1 Survey Overview

Method: Online survey Target: Elementary school students (grades 3–6) and parents of children in grades 1–6 Participants: 7,085 students and 1,347 parents Period: June 4–11, 2026 Conducted by: Benesse Corporation

【Reference Information】

About 'Puyo Puyo'

The 'Puyo Puyo' series is a globally beloved action puzzle game with over 30 years of history. The first game launched in 1991 on MSX2 and Famicom Disk System, followed by arcade and Mega Drive versions from SEGA in 1992. Its simple rule—clearing four or more same-colored 'puyos'—cute characters, and pioneering competitive gameplay in falling-block puzzle games led to explosive popularity. The series has since evolved across home consoles, PCs, and smartphones, entertaining players across generations.

Additionally, as an officially recognized title by JESU (Japan Esports Union), 'Puyo Puyo' is prominent in the esports scene, with professional players competing in intense domestic and international tournaments. In 2026, celebrating its 35th anniversary, 'Puyo Puyo' will continue delivering the joy of 'dai-rena-sa' to everyone!

・Puyo Puyo Portal Site: https://puyo.sega.jp/portal/index.html

・Puyo Puyo Official YouTube Channel: https://www.youtube.com/user/puyosega

・Midori Puyo (Official Puyo Puyo Series) X: https://x.com/puyopuyo20th/

'Shingakken Elementary Course' https://sho.benesse.co.jp/

The 'Shingakken Elementary Course,' No.1 in elementary student users※

FACT BOX

  • Source: PR TIMES
  • Category: Partnership