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FISHPASS and 3 Partners Launch "Remote Fishing Pond" Project — Creating an Ecosystem Where Gaming Protects Nature through Remote Real-Life Fishing —

Launch of the Remote Fishing Pond Project

FISHPASS Co., Ltd. (Headquarters: Sakai City, Fukui Prefecture; CEO: Narihiro Nishimura), a provider of online recreational fishing permits, announced on February 17 the launch of the "Remote Fishing Pond" project. This initiative is a joint collaboration with Digital Entertainment Asset (DEA), UTR Corporation, and Rita Technology.

The project establishes a system where users can remotely control fishing units installed in rivers and other locations via smartphone to experience actual fishing. It aims to build a new industrial model that integrates "Gaming x Learning x Regional Revitalization x Environmental Conservation."

■ Turning Fishing into an eSport through "Remote Control"

In the "Remote Fishing Pond," users learn about fish ecology and fishing theory through a gamified experience while operating units equipped with robotic arms and sensors installed in real-world fields.

The roles of each company, leveraging their respective strengths, are as follows:

FISHPASS
Responsible for infrastructure, including system design, rights management, and coordination with fishery cooperatives.
DEA
Responsible for game design and economic ecosystem design (gamification).
Rita Technology
Responsible for the remote control system using robotics and AI analysis.
UTR Corporation
Responsible for maintaining fish freshness and logistics management (Food DX).

■ Reinvesting Profits into Environmental Conservation

The defining feature of this project is the conversion of economic activity into resources for nature conservation.

A portion of the revenue generated from the remote fishing pond will be allocated to river cleaning, environmental conservation activities, and the employment of local operators. By creating a cycle where "the more you play, the more resources are generated to protect nature," the project aims to address challenges such as the declining fishing population and regional economic stagnation. Following domestic demonstration tests, the project plans to hold eSports tournaments and other events.

■ ICT Startup League
This support program was launched in FY2023, triggered by the Ministry of Internal Affairs and Communications' "Startup Creation-type Seed Research and Development Support Project."
The ICT Startup League supports startups through four main pillars:
1. R&D Funding / Hands-on Support
R&D expenses of up to 20 million yen are provided in the form of subsidies. In terms of hands-on support, the selection committee members continue to provide guidance and promote growth even after the selection process. For companies that committee members are particularly passionate about, a "supporter-style" system is established where members personally provide advice on business plans and growth opportunities.
2. Discovery & Cultivation
The league provides opportunities for learning and networking to accelerate the business growth of its members. It also seeks to discover aspiring entrepreneurs to expand the startup ecosystem.
3. Competition & Co-creation
The league functions as a venue for positive competition, similar to a sports league. Startups learn together and compete to win the necessary funding (up to 20 million yen). It also provides a space for "co-creation" where members can collaborate and expand their businesses through sessions with the selection committee and other networking opportunities.
4. Communication
The league partners with media outlets to broadcast the initiatives of its members. By increasing public awareness of these businesses, the program aims to expand matching opportunities and new possibilities.

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For more details on STARTUP LEAGUE's startup support, please see here.