Family-Sized Gaming Floors

The e-Sports Ground Offers a Gigantic Virtual Gaming Experience

Recently opened in the Renaissance sports club in Kitasuna, Koto-ku, the e-Sports Ground is a giant gaming floor that lets users do everything from play virtual kick-ball to outrunning moving beams of light. Other games include bouncing a ball to destroy layers of brick, performing calculations by walking over numbers on the floor, and air hockey -- the full-body version.

With its blue illumination and virtual gaming ability, the e-Sports Ground, designed by Eureka Computer, might be something you'd see in Tron. Players don't even have to wear or hold any special tools, as the game uses reactive motion sensors hanging from the ceiling to change the game's projected images, a technology that is similar to what is used for Microsoft's Kinect, says PSFK.

The e-Sports Ground is currently free for members of the sports club and plans are in the works to add more to the system and install it in other sports club branches.

Giant Virtual Gaming Floors
There is an opportunity to create even bigger and more immersive gaming floors to attract gaming enthusiasts.
Full-body Interactive Gaming
Developing games that require full-body movement can lead to innovative new gaming experiences.
Reactive Motion Sensor Technology
Exploring the potential applications of reactive motion sensor technology can lead to new and exciting forms of entertainment.

Sectors Adopting This

Gaming Industry
The gaming industry can benefit from investing in creating giant virtual gaming floors that offer an immersive experience to gamers.
Fitness Industry
The fitness industry can leverage full-body interactive gaming to keep people motivated for exercise.
Technology Industry
The technology industry can focus on developing innovative applications for reactive motion sensor technology, extending beyond gaming into other areas of industry.
SCORE
2.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 20%
Activity 36%
Freshness 8%

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