This audio is generated by AI, so pronunciation and expressions may not be fully accurate. The narration is only in English.
Concerns about misinformation and disinformation are spreading worldwide. In January 2025, the World Economic Forum, which works to address global challenges, released the Global Risks Report 2025 ahead of the Annual Meeting in Davos. In the report's two-year outlook, misinformation and disinformation were identified as the most severe global risk, ranked above extreme weather events and state-based armed conflict.
There is also serious concern about the situation surrounding children. According to a 2020 survey by the Ministry of Internal Affairs and Communications (MIC), an age-group comparison showed that those aged 15-19 had the highest rate of believing or accepting false or misleading information about COVID-19 as true.
Against this backdrop, Ray's Blog has drawn growing attention worldwide, particularly in educational settings.
"This program is structured around two parts: a game section and a lesson section," Imai explains. "The game begins with an animated, story-driven challenge delivered by a mysterious figure named Ray. Players search online for clues found in Ray's blog posts and judge the information for themselves, gradually uncovering who Ray really is."
Through three steps—questioning, researching, and judging—students build knowledge and skills. Instructors then present real-world cases of how misinformation and disinformation spread and explain the judgments required in actual situations. They develop the ability to respond effectively to information. To date, more than 50,000 people in 12 countries have taken part in the program.
Imai and fellow students at Keio University in Tokyo developed the program. How did this game come to life?
The project began when Imai and two fellow students entered the Youth Verification Challenge, a global fact-checking competition organized by Google. After winning the national round in Japan, they went on to place fourth worldwide. Through this experience, Imai came to appreciate the value of fact-checking and recognized that equipping individuals with the skills to verify information for themselves is far more effective than simply having them rely on content verified by others.
The solution lies in media literacy: being able to evaluate information critically rather than take it at face value, think for yourself, and use media as an active tool for communication.
For Imai, media literacy is an essential life skill in today's society. As AI advances, the spread of increasingly sophisticated false information continues to accelerate.
What Imai and his teammates prioritized during development was making learning enjoyable.
They felt that traditional media literacy classes in schools had often been one-directional, focused on what was wrong or incorrect, and set out to create content that anyone could enjoy while learning.
Imai's interest in education was shaped during his years at Tokyo Gakugei University-affiliated Setagaya Elementary and Junior High Schools, both known for their exploratory, inquiry-based approach to education.
Eager to experience education overseas, Imai enrolled at a high school in Canada and later interned at a local elementary school. These experiences deepened his interest in education and shaped his desire to pursue new approaches in the field.
Imai selected six companies to feature on YouTube from among the international startups participating in SusHi Tech Tokyo 2025, Asia's largest global innovation conference hosted by the Tokyo Metropolitan Government (TMG).
"From companies tackling water-related challenges to those using AI to deliver high-quality advertising, every one of them felt like a glimpse into an exciting future," Imai says.During Public Day, Imai also appeared in the talk session Ask Young Entrepreneurs: The Latest Startup Trends.
"Public Day drew a large general audience," he adds. "Many of the businesses featured had an entertainment element that anyone could enjoy, and it felt like an event that nurtures Tokyo's culture—not just as a business hub, but as a city."
One exhibit that particularly stood out to Imai was Dokodemo Bungee VR, a virtual-reality experience that allows users to try bungee jumping anywhere.
Children lined up eagerly for their turn, and the technology proved just as thrilling for adults.
Imai himself is now part of that support network, serving as a supporter for TIB Students, an entrepreneurship program run by the TMG.
"I've spoken at events held at junior high schools and high schools on several occasions, and talking with students who are developing games has been inspiring for me, too," Imai says. "Tokyo is full of people who are ready to support you. There are also solid systems in place to back entrepreneurs, and we've benefited greatly from that support ourselves. I hope people will take that first step without hesitation."
Following Ray's Blog, Classroom Adventure has released Ray's Gone, a program addressing the issue of illegal part-time job scams, and the company is expected to attract even greater attention both in Japan and abroad.
He notes strong international interest in the anime-style format, and sees particular value in how the project links Japanese culture with efforts to address social issues.
As a Tokyo-based startup, Classroom Adventure looks set to expand its presence on the global stage.
Movie:Classroom Adventure Inc.
SusHi Tech Tokyo, short for Sustainable High City Tech Tokyo, is a Tokyo-based concept that leverages high technology to help create a sustainable city, delivering messages at home and abroad showcasing Tokyo's comprehensive attractiveness, and the challenges of resolving urban issues.SusHi Tech Tokyo | Sustainable High City Tech Tokyo