[Regional Revitalization Report] Magic Candy Store Becomes a 'Street Corner e-Sports Stadium'. 40 Parents and Children Enthusiastic in Ikoma, Nara, Rebuilding Community with Switch
Tobira no Mukou LLC hosted an e-sports tournament using Nintendo Switch at a candy store in Ikoma, Nara Prefecture. Over 40 participants, far exceeding the capacity, demonstrated how gaming, combined with English education, can be a gateway to 'connection' and 'learning'.
📋 Article Processing Timeline
- 📰 Published: April 25, 2026 at 03:00
- 🔍 Collected: April 24, 2026 at 18:31
- 🤖 AI Analyzed: April 24, 2026 at 21:38 (3h 6m after Collected)
Tobira no Mukou LLC (Location: Ikoma City, Nara Prefecture, Representative: Yasuyuki Makita) held an e-sports tournament on April 18, 2026, at "Magic Candy Store Minami Tirol-do" in Ikoma City, Nara Prefecture.
Against a capacity of 20, over 30 children and nearly 40 people including parents attended.
Targeting the general public who "don't even know there are tournaments," the event provided a "competitive" venue where participants could use their home Nintendo Switch consoles.
With the cooperation of CoLloid Inc. (Location: Sendai City, Miyagi Prefecture, Representative: Takashi Sano), it was demonstrated through hands-on experience, integrating English education, that games can be an entrance to "connection" and "learning."
■ 40 people in a candy store. Crowded, noisy, but everyone was smiling.
When we said, "We're holding an e-sports tournament at a candy store,"
the reactions from those around us were uniformly confused, saying, "Huh?"
However, when the day arrived,
Against a capacity of 20, over 30 children gathered.
Including parents, nearly 40 people crowded into the small candy store.
The venue was "Magic Candy Store Minami Tirol-do" in Ikoma City, Nara Prefecture.
In the not-so-spacious store, the enthusiasm of 40 people swirled.
Physically, it was a "crowded" and "noisy" situation.
However, there was a rare "original landscape of the region" where both adults and children were all looking at the same screen and smiling, a sight rarely seen in modern times.
■ Breaking the current situation of "Are there even tournaments?" with the Nintendo Switch challenge
Currently, e-sports are rapidly spreading, but in general society, especially among the parenting generation, the honest truth is, "Are there even tournaments for Fortnite?" Games are still often perceived as "enemies of study," and the competitive scene and community that lie beyond are not widely known.
Furthermore, the "equipment gap," where serious e-sports require expensive gaming PCs (※1 usage rate is only 8.2%), is a major barrier. Aiming to thoroughly lower the high barrier of e-sports competition, this tournament insisted on participation with "the usual Nintendo Switch."
Competing in a tournament with one's familiar controller. That first step transforms the sigh of "always playing games" into the competitive spirit of "wanting to get better." Our first step was to let children know there's a place where they can shine with their "strengths."
※1 Ikoyo Research Institute Detailed Report
■ The true meaning of introducing English conversation: The moment "play" shatters the barrier of "difficulty"
With the cooperation of CoLloid Inc.,
the introduction of an "English-only rule" in the tournament was not merely for English conversation lessons.
It was to let parents witness the moment when their beloved "game = strength" effortlessly leaps over the high barrier of "English = difficult study."
Children who initially hesitated, saying, "I don't understand English," desperately shouted English words to win and to communicate with their teammates.
To transform the concern of "always playing games" into the surprise of "they can try so hard if it's a game."
We believe that the real experience of "play" sublimating into "learning" is the only way to change parents' common sense.
The scene of English practice on the day became one of the highlights of this tournament.
■ The resilience of the community that turns even trouble into "play"
On the day, due to unexpected connection overload, communication problems and circuit breaker shutdowns occurred, delaying the progress by over an hour. However, what emerged was not dissatisfaction but "mutual assistance."
Children who couldn't match helped with the YouTube live stream, immediately switching to cheering for their friends with all their might. No one dropped out, and in the end, the entire venue erupted with calls for "one more time!" This was only possible because of the magic of the "Magic Candy Store" and the strong sense of unity created by the game.
Event details here
e-sports x Magic Candy Store
■ Message from Representative Yasuyuki Makita
From left: Makita, Councilor Kazuya Yamashita, CEO Sano
Councilor Kazuya Yamashita of Ikoma City Council also visited on the day, and I believe he felt the potential of the children.
"Games are a tool for connection and a gateway to smiles. The sight of 40 people laughing together in a candy store cannot be explained by the phrase 'games are bad.'
When adults understand its value and support it, games become the best educational material.
We want to spread the idea that children's 'love' can become 'learning that connects with the world' to regions all over Japan. We are already moving towards the next event. To continue this activity, we are looking for sponsors who will join us and partners who will co-host."
■ Company Profile
Keywords:
Against a capacity of 20, over 30 children and nearly 40 people including parents attended.
Targeting the general public who "don't even know there are tournaments," the event provided a "competitive" venue where participants could use their home Nintendo Switch consoles.
With the cooperation of CoLloid Inc. (Location: Sendai City, Miyagi Prefecture, Representative: Takashi Sano), it was demonstrated through hands-on experience, integrating English education, that games can be an entrance to "connection" and "learning."
■ 40 people in a candy store. Crowded, noisy, but everyone was smiling.
When we said, "We're holding an e-sports tournament at a candy store,"
the reactions from those around us were uniformly confused, saying, "Huh?"
However, when the day arrived,
Against a capacity of 20, over 30 children gathered.
Including parents, nearly 40 people crowded into the small candy store.
The venue was "Magic Candy Store Minami Tirol-do" in Ikoma City, Nara Prefecture.
In the not-so-spacious store, the enthusiasm of 40 people swirled.
Physically, it was a "crowded" and "noisy" situation.
However, there was a rare "original landscape of the region" where both adults and children were all looking at the same screen and smiling, a sight rarely seen in modern times.
■ Breaking the current situation of "Are there even tournaments?" with the Nintendo Switch challenge
Currently, e-sports are rapidly spreading, but in general society, especially among the parenting generation, the honest truth is, "Are there even tournaments for Fortnite?" Games are still often perceived as "enemies of study," and the competitive scene and community that lie beyond are not widely known.
Furthermore, the "equipment gap," where serious e-sports require expensive gaming PCs (※1 usage rate is only 8.2%), is a major barrier. Aiming to thoroughly lower the high barrier of e-sports competition, this tournament insisted on participation with "the usual Nintendo Switch."
Competing in a tournament with one's familiar controller. That first step transforms the sigh of "always playing games" into the competitive spirit of "wanting to get better." Our first step was to let children know there's a place where they can shine with their "strengths."
※1 Ikoyo Research Institute Detailed Report
■ The true meaning of introducing English conversation: The moment "play" shatters the barrier of "difficulty"
With the cooperation of CoLloid Inc.,
the introduction of an "English-only rule" in the tournament was not merely for English conversation lessons.
It was to let parents witness the moment when their beloved "game = strength" effortlessly leaps over the high barrier of "English = difficult study."
Children who initially hesitated, saying, "I don't understand English," desperately shouted English words to win and to communicate with their teammates.
To transform the concern of "always playing games" into the surprise of "they can try so hard if it's a game."
We believe that the real experience of "play" sublimating into "learning" is the only way to change parents' common sense.
The scene of English practice on the day became one of the highlights of this tournament.
■ The resilience of the community that turns even trouble into "play"
On the day, due to unexpected connection overload, communication problems and circuit breaker shutdowns occurred, delaying the progress by over an hour. However, what emerged was not dissatisfaction but "mutual assistance."
Children who couldn't match helped with the YouTube live stream, immediately switching to cheering for their friends with all their might. No one dropped out, and in the end, the entire venue erupted with calls for "one more time!" This was only possible because of the magic of the "Magic Candy Store" and the strong sense of unity created by the game.
Event details here
e-sports x Magic Candy Store
■ Message from Representative Yasuyuki Makita
From left: Makita, Councilor Kazuya Yamashita, CEO Sano
Councilor Kazuya Yamashita of Ikoma City Council also visited on the day, and I believe he felt the potential of the children.
"Games are a tool for connection and a gateway to smiles. The sight of 40 people laughing together in a candy store cannot be explained by the phrase 'games are bad.'
When adults understand its value and support it, games become the best educational material.
We want to spread the idea that children's 'love' can become 'learning that connects with the world' to regions all over Japan. We are already moving towards the next event. To continue this activity, we are looking for sponsors who will join us and partners who will co-host."
■ Company Profile
Keywords: