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The 2020 “Mitsu Desu” Game and Social Distancing Policies: Design, Players’ Experience, and Media Dissemination

Published online by Cambridge University Press:  26 January 2026

Ayaka Löschke*
Affiliation:
Institute of Middle Eastern and East Asian Languages and Civilizations, Friedrich-Alexander-Universität Erlangen-Nürnberg, Erlangen, Germany
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Abstract

The article examines the boom of the “Mitsu Desu” game in 2020, which was created in the context of social distancing policies. In the game, players act as Tokyo governor Yuriko Koike, dispersing crowds to earn points. This case underscores that entertainment can help people cope with crises and can serve as an informal tool for policy implementation. The article identifies what design elements attracted people and analyzes how players interpreted in-game actions in relation to real-world situations. It also addresses the question of how conventional and new media triggered the game’s boom.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press on behalf of Asia-Pacific Journal, Inc
Figure 0

Table 1. Primary data retrieved for analyzing the Mitsu Desu game and its boom

Figure 1

Figure 1: Governor Koike urging reporters to step back.Source: HuffPost 2020.

Figure 2

Figure 2: Screenshots from gameplay videos of four different Mitsu Desu games.Note: Top left: 2D game, top right: 3D game; bottom left: rhythm game, bottom right: endless running game.

Figure 3

Table 2. Results of coding for 200 tweets detected by the words “Mitsu desu,” “game,” “real,” “reality,” and “hand”

Figure 4

Figure 3: Daily counts of tweets containing the term “Mitsu Desu Game” (2020).

Figure 5

Figure 4: Screens of four games after completion or game over.Note: Top left: 2D game, top right: rhythm game; bottom left: 3D game, bottom right: endless running game.

Figure 6

Table 3. Frequently used terms in 28,231 tweets extracted with the term “Mitsu Desu game”

Figure 7

Table 4. Total views of video clips uploaded on Twitter5

Figure 8

Table 5. Total views of gameplay videos uploaded on YouTube6

Figure 9

Table 6. Categorization of web article publishers on the Mitsu Desu game