90-Year-Old Experiences Remote Island in VR; 4x Application Rate for Shinkamigoto, Nagasaki Digital Tourism
G1 company held a hybrid tourism event in Osaka combining VR, live broadcasting, and local food from Shinkamigoto, achieving a 100% visit intention rate among participants.
📋 Article Processing Timeline
- 📰 Published: April 15, 2026 at 01:00
- 🔍 Collected: April 14, 2026 at 16:31
- 🤖 AI Analyzed: April 19, 2026 at 15:31 (118h 59m after Collected)
G1 company Inc. (Headquarters: Suminoe-ku, Osaka City; CEO: Keiichi Koshiba) held the 'New Kamigoto Town Experience Event Enjoyed Through VR x Food x Live Broadcast' on Saturday, March 14, at its cutting-edge traditional house cafe 'anywhere café', in cooperation with Shinkamigoto Town in Nagasaki Prefecture and the Yomiuri Shimbun Osaka Headquarters' membership organization 'Yomiuri Club'.
At the event, an 'immersive tourism experience felt with the five senses' was provided by combining an immersive VR tourism experience with a live broadcast from the location and the offering of local specialties. As a result, all participants on the day (n=16) answered 'I actually want to go' in the survey, recording a high intention to visit.
On the day, the oldest participant, a 90-year-old, said, 'The VR was so powerful it felt like standing right there, I want to actually go,' demonstrating the potential of 'pre-tourism experiences that appeal to the five senses through digital and food to stimulate the desire to visit.'
* Appealing by connecting video in real-time with Shinkamigoto Town, Nagasaki Prefecture
This event was held as a tourism promotion to convey the charm of Shinkamigoto Town, Nagasaki Prefecture, through an experiential format at the traditional house cafe 'anywhere café' in Suminoe, Osaka. At the venue, participants experienced a 360-degree video created by our company at the request of Shinkamigoto Town in VR (visual and auditory), combined with a real-time broadcast from the location and the offering of Goto's specialty 'Kankoro Mochi' (taste and smell), realizing an immersive experience where participants felt 'as if they were right there.'
In particular, the real-time commentary and video broadcast by local residents received high praise, leading to comments like 'I want to actually interact with people there,' creating an 'emotional connection' that goes beyond a mere video experience. Furthermore, this event received about 60 applications for a capacity of 15 people, recording an application rate of about 4 times. Participants were not limited to Osaka Prefecture; some came from far away, such as Maizuru and Himeji, showing a high level of interest.
What is even more noteworthy is that participants asked many concrete questions such as 'How do I get there?' and 'How much are the transportation costs?', confirming that the event not only stimulated interest but also formed a 'pre-action segment' moving towards actual travel consideration. In addition, this time, 5 participants from 'Yomiuri Club International' (WCI), a membership organization for foreigners residing in Japan, were included, and comments such as 'I would like to participate if there are events to interact with foreigners' were received, suggesting the potential for this initiative to expand to inbound tourism.
■ Simulated Experience Translates to Visit Intention
A participant survey was conducted, and the following results were obtained. (n=16)
Event Satisfaction: 100% (All answered 'Satisfied' or higher)
Visit Intention: 100%
┗ 'Definitely want to go': 37.5%
┗ 'Want to go if there is an opportunity': 62.5%
In particular, the segment that answered 'Definitely want to go' showed a very high proportion as a 'pre-action segment' likely to lead to concrete travel behavior, indicating that this measure is highly effective in attracting tourists. Furthermore, multiple elements such as 'scenery/experience,' 'food,' and 'interaction with people' were cited as motives for visiting, suggesting that experience design across the five senses contributed to improving the intention to visit.
In the free responses, there were many opinions that delved into concrete travel planning, such as:
'It was interesting to experience eating the same mochi while watching a live broadcast of kankoro mochi being made on the island.'
'I want to know more about transportation and local taxi tours.'
■ Comments from Stakeholders
CEO Keiichi Koshiba (Left in photo)
■ G1 company Inc. CEO Keiichi Koshiba
The most impressive thing about this initiative was that 'the experience directly led to the consideration of travel.'
Participants asked many specific questions such as 'How do I get there?', 'How much does it cost?', and 'How do I get around locally?', confirming that they have entered the behavioral stage premised on actual visitation, rather than mere interest.
Conventional tourism promotion tends to stop at arousing awareness and interest, but I feel that by designing an experience that combines VR, food, and live broadcasts like this time, psychological distance can be shortened all at once.
Furthermore, the fact that a 90-year-old participant said 'I actually want to go' through the experience was a symbolic event showing the potential of technology to generate travel motives across generations.
In the future, we will deploy this 'model of connecting simulated experiences to actual visits' to other regions, and as practical examples of tourism DX.
At the event, an 'immersive tourism experience felt with the five senses' was provided by combining an immersive VR tourism experience with a live broadcast from the location and the offering of local specialties. As a result, all participants on the day (n=16) answered 'I actually want to go' in the survey, recording a high intention to visit.
On the day, the oldest participant, a 90-year-old, said, 'The VR was so powerful it felt like standing right there, I want to actually go,' demonstrating the potential of 'pre-tourism experiences that appeal to the five senses through digital and food to stimulate the desire to visit.'
* Appealing by connecting video in real-time with Shinkamigoto Town, Nagasaki Prefecture
This event was held as a tourism promotion to convey the charm of Shinkamigoto Town, Nagasaki Prefecture, through an experiential format at the traditional house cafe 'anywhere café' in Suminoe, Osaka. At the venue, participants experienced a 360-degree video created by our company at the request of Shinkamigoto Town in VR (visual and auditory), combined with a real-time broadcast from the location and the offering of Goto's specialty 'Kankoro Mochi' (taste and smell), realizing an immersive experience where participants felt 'as if they were right there.'
In particular, the real-time commentary and video broadcast by local residents received high praise, leading to comments like 'I want to actually interact with people there,' creating an 'emotional connection' that goes beyond a mere video experience. Furthermore, this event received about 60 applications for a capacity of 15 people, recording an application rate of about 4 times. Participants were not limited to Osaka Prefecture; some came from far away, such as Maizuru and Himeji, showing a high level of interest.
What is even more noteworthy is that participants asked many concrete questions such as 'How do I get there?' and 'How much are the transportation costs?', confirming that the event not only stimulated interest but also formed a 'pre-action segment' moving towards actual travel consideration. In addition, this time, 5 participants from 'Yomiuri Club International' (WCI), a membership organization for foreigners residing in Japan, were included, and comments such as 'I would like to participate if there are events to interact with foreigners' were received, suggesting the potential for this initiative to expand to inbound tourism.
■ Simulated Experience Translates to Visit Intention
A participant survey was conducted, and the following results were obtained. (n=16)
Event Satisfaction: 100% (All answered 'Satisfied' or higher)
Visit Intention: 100%
┗ 'Definitely want to go': 37.5%
┗ 'Want to go if there is an opportunity': 62.5%
In particular, the segment that answered 'Definitely want to go' showed a very high proportion as a 'pre-action segment' likely to lead to concrete travel behavior, indicating that this measure is highly effective in attracting tourists. Furthermore, multiple elements such as 'scenery/experience,' 'food,' and 'interaction with people' were cited as motives for visiting, suggesting that experience design across the five senses contributed to improving the intention to visit.
In the free responses, there were many opinions that delved into concrete travel planning, such as:
'It was interesting to experience eating the same mochi while watching a live broadcast of kankoro mochi being made on the island.'
'I want to know more about transportation and local taxi tours.'
■ Comments from Stakeholders
CEO Keiichi Koshiba (Left in photo)
■ G1 company Inc. CEO Keiichi Koshiba
The most impressive thing about this initiative was that 'the experience directly led to the consideration of travel.'
Participants asked many specific questions such as 'How do I get there?', 'How much does it cost?', and 'How do I get around locally?', confirming that they have entered the behavioral stage premised on actual visitation, rather than mere interest.
Conventional tourism promotion tends to stop at arousing awareness and interest, but I feel that by designing an experience that combines VR, food, and live broadcasts like this time, psychological distance can be shortened all at once.
Furthermore, the fact that a 90-year-old participant said 'I actually want to go' through the experience was a symbolic event showing the potential of technology to generate travel motives across generations.
In the future, we will deploy this 'model of connecting simulated experiences to actual visits' to other regions, and as practical examples of tourism DX.