Kayac Inc. (Headquarters: Kamakura City, Kanagawa Prefecture; Representative Director and CEO: Daisuke Yanagisawa; TSE Growth Market: 3904; hereinafter 'Omoshiro Houjin Kayac') announces the analysis of six years of data (2021–2026) from its group company, GameTrainer Inc., which has conducted an annual survey titled 'The Game Title Elementary Students Are Playing Most Right Now' since 2021.
The six-year data reveals a clear trend: a shift away from battle-oriented games focused on winning and losing, toward games centered on 'creating, sharing, and connecting.' Fortnite, which ranked 1st in 2021 (22.3%), fell to 5th place by 2026 (4.9%). In contrast, Minecraft has held the top position since 2022 and reached 31.8% in 2026. Notably, Roblox has seen a dramatic rise, jumping from 9th place (0.9%) in 2023 to 2nd place (12.7%) in 2026. The data suggests that among children, games are increasingly becoming platforms for 'creation and communication.'
Omoshiro Houjin Kayac develops and operates original games on Roblox and continues to monitor children's behavior on this platform. In May 2026, it launched the craft card battle RPG 'Strahl Card.'
Three Key Trends Observed from the Survey (Summary)
Trend 1 Shift from 'Battle Games' to 'Creation Games'
・Fortnite's market share dropped significantly from 22.3% (1st place) in 2021 to 4.9% (5th place) in 2026
・Minecraft has maintained the top position since 2022 and reached a 31.8% share in 2026
・In the 2026 rankings, several new 'cozy, co-creative titles' appeared, including Poko a Pokémon (7th) and Tomodachi Collection (8th)
・Battle games focused on competition have generally lost market share, while interest in games involving creation and nurturing has increased
Trend 2 Roblox's Rapid Rise Indicates the Establishment of a 'Gathering and Playing Together with Friends' Style
・Roblox entered the rankings at 9th place (0.9%) in 2023 and surged to 2nd place (12.7%) by 2026
・Roblox is a platform similar to social media, offering diverse games where friends can play together and chat. Beyond gameplay, users can create and publish their own games
・Its popularity reflects high affinity with the 'gathering and connecting' play style, symbolizing deeper communication through gaming
Trend 3 Online Connectivity: 'Cooperation and Co-Creation' Emerge as Key Themes
・Top-ranking games have shifted significantly from single-player experiences to online, cooperative, and co-creative formats
・Children's support is increasingly concentrated on games that involve 'creating and sharing something together'
・For parents and educators, fostering communication and creativity through games is becoming an increasingly important perspective
Year-by-Year Ranking Trends (Major Titles)
GameTrainer 'The Game Title Elementary Students Are Playing Most Right Now' 2021–2026 Trends
Detailed Topics
Topic 1: Minecraft's Six-Year Journey: Becoming the Undisputed King of 'Creation' Games
In 2021, Fortnite (22.3%) and Minecraft (19.4%) were closely matched. Since Minecraft overtook Fortnite in 2022, the gap has steadily widened, with Minecraft reaching 31.8% in 2026, far ahead of others. In stark contrast to Fortnite's market share shrinking to about one-quarter of its 2021 level, Minecraft expanded its share by over 12 percentage points during the same period.
Minecraft's defining feature is its lack of fixed goals, allowing players to freely build their own worlds. Without win/loss outcomes, creativity and exploration are central to the gameplay. The fact that children have consistently chosen this game over many years reflects growing popularity for the experience of 'creating something by oneself.'
Topic 2: Roblox's Rapid Rise: Games Evolving from 'Solo Play' to 'Gathering with Friends'
Roblox, which first appeared in 2023, skyrocketed from 9th to 2nd place in just three years. Its market share grew more than 14-fold, from 0.9% to 12.7%.
Roblox's core appeal lies in 'gathering with friends in the same virtual space to play various games and interact.' It is not just a game title but a platform akin to social media, integrating play, interaction, and communication. This surge suggests that for children, games are transforming from 'self-contained entertainment' into 'spaces for connecting with friends and sharing time together.'
Topic 3: The Emergence of 'Cooperative and Co-Creative' Titles in 2026
The 2026 rankings saw multiple new entries that had not previously appeared. Games like Poko a Pokémon (7th, 3.8%) and Tomodachi Collection (8th, 2.9%)—both relatively recent releases—emphasize coexistence and co-creation over competition. As competitive battle games generally lost market share, the concentration of such titles in the 2026 rankings symbolically reflects a shift in children's play preferences.
GameTrainer 2026 Game-Related Survey: https://gametrainer.jp/data2026/
GameTrainer Representative's Comment
Kazuki Obata
'I feel that the nature of games captivating elementary students has changed significantly in recent years. Instead of competitive battle games that once dominated, children are now increasingly drawn to games where they can create their own worlds and enjoy them together with friends. Perhaps a mindset is spreading among children—viewing play not as something passively consumed, but as something actively created and shared. From the trends revealed in this survey, I believe the potential to nurture the next generation's creativity and communication skills through games has expanded further.'
[Profile]
Born in 1994 in Wakayama Prefecture. Experienced 10 years of school refusal. During that time, attended a free school, then founded a company at age 18. Specialized in SNS-based marketing and managed official SNS accounts with over 10 million total followers during the Tokyo 2020 Olympics and Paralympics. Founded Japan's first online gaming tutor service, 'GameTrainer.'
As an expert on school refusal, works to eliminate prejudice and create a society where children who refuse school are not left behind. Has delivered hundreds of lectures and, as representative of the online free school 'Class Japan Elementary and Junior High School,' has supported over 2,000 students with school refusal. Cabinet Office Regional Revitalization Evangelist. Representative of Meikou Mirai Co., Ltd. Frequent media appearances as a TV commentator. Author of 'The Game Power That Makes Your Child Smarter,' among other works.
Comment from Psychiatrist Dr. Shigeru Ogihayashi
Dr. Shigeru Ogihayashi
'From a developmental perspective, this shift feels very natural. For school-aged children, the experience of creating something themselves fosters creativity and brings joy and a sense of achievement. Cooperative play involving teamwork and role-sharing helps develop social skills and emotional regulation. Play styles centered on 'creating and sharing together' are less dependent on winning or losing and can foster a sense of unity and security. Of course, attention must be paid to usage time and impacts on sleep. However, rather than imposing restrictions or warnings outright, it's important to adopt an attitude of trying to understand together what excites children. Games are no longer solitary entertainment; they are increasingly becoming creative spaces for communication for children.'
[Profile]
Psychiatrist, Corporate Physician, Certified Psychologist. Director of VISION PARTNER Mental Clinic Yotsuya. Born in Tokyo in 1975. Graduated from the Department of Chemistry, Faculty of Science, University of Tokyo, then joined Recruit Co., Ltd. In 2006, decided to become a corporate physician and resigned. Later entered Hirosaki University School of Medicine via lateral admission. Completed initial clinical training at Tokyo Metropolitan Matsuzawa Hospital, then joined the Department of Psychiatry and Neurology, The University of Tokyo Hospital. Currently serves as a corporate physician and counselor for nearly 30 companies and actively contributes to media.
Craft Card Battle RPG 'Strahl Card' Overview
'Strahl Card [BETA],' a craft card battle RPG developed and operated by Omoshiro Houjin Kayac for Roblox, is a novel game combining exploration, crafting, and card battles.
Players explore vast areas to gather materials, craft cards from collected materials, build their own unique decks, and engage in strategic card battles. The game emphasizes the joy of collecting materials through exploration and the satisfaction of strengthening decks by combining cards.
URL: https://www.roblox.com/ja/games/71437772854637/Strahl-Card
GameTrainer Company Overview
GameTrainer helps train the brain and mind through gaming, enhances communication skills, and fosters smiles and self-esteem. It is now widely used by users ranging from 6-year-olds to high school and university students.
In 2020, it won the Grand Prize in the Entertainment Category of the Japan Entrepreneur Award (sponsored by the Ministry of Economy, Trade and Industry). In 2021, Yuto Higashi, a game trainer, was selected as one of Forbes JAPAN's '30 Under 30 Who Are Changing the World,' among numerous other accolades. Total training sessions have exceeded 30,000.
GameTrainer will continue to innovate and create new culture, contributing to the esports industry.
GameTrainer Inc.: https://gametrainer.jp/
Omoshiro Houjin Kayac Company Overview
Leveraging creative thinking and planning, along with technical expertise to bring ideas to life, the company offers users new experiences by combining cutting-edge technology and innovative ideas—from game apps and advertising/Web production to community currencies and initiatives promoting regional migration and engagement. With 90% of employees being creators such as designers and programmers, the company's management philosophy is 'increasing the number of creators,' supported by unique HR and management systems that value diversity.
FACT BOX
- Source: PR TIMES
- Category: Survey結果
- Organizations: Roblox