Facing a shrinking pool of young athletes at home, Mizuno is counting on century-old sports science to open a door into esports.
Japan’s youth sports pipeline is shrinking. Its esports audience is not. That demographic shift helps explain why Mizuno, the century old maker of baseball gloves, running shoes and golf clubs, spent this spring developing its first gaming chair, controller and stretching device, then unveiled them at EVO Japan, the country’s premier fighting game festival, held at Tokyo Big Sight in May.
The three products, developed with Capcom’s Street Fighter 6 and now taking preorders on the crowdfunding platform Makuake, are not trying to outdo the existing accessory market on specs. Mizuno is selling a different premise: that a competitive gamer who sits through long, uninterrupted sessions, shoulders hunched and wrists locked, carries a physical load no different from an athlete’s, and that few gaming equipment brands have built their identity around addressing that the way Mizuno is trying to.

The pitch: an overlooked physical toll
Mizuno calls the approach “athlete led.” Wrist strain, back pain and stiff necks are common complaints among top competitors. The company’s wager is that a century of conditioning and ergonomics work in traditional sports gives it a credible way to address that gap.
In Mizuno’s own words, the company says it studied and developed products built around “the body operation mechanisms unique to game players.” In plain terms, the design starts with athlete needs, with esports treated as the sport. Some players train for long, uninterrupted stretches seated in front of a screen.
There is another angle: this is also Mizuno’s first gaming hardware of any kind.
The company’s release describes the chair and controller as its debut products in the category after more than a century focused on sports equipment and apparel. The gear itself, an ergonomic chair, a controller and a soft weighted ball called Ballretch, is the visible layer over a bigger idea: gamers are athletes whose bodies deserve the same attention any Mizuno sponsored runner or golfer already gets.
A $611 controller, a $750 plus chair
The controller, Mizuno’s first digital device, departs from the flat, symmetrical layout common to stickless fighting game controllers. Its convex left side and concave right side reflect what Hiroaki Kawabata, the manager overseeing Mizuno’s esports gear development, described as an ergonomic choice based on in depth studies: fighting games demand frequent vertical hand movement on the right side, so the shape is built to support that motion.

Buttons come from Sanwa Denshi, a respected Japanese arcade parts maker, and the back cover is magnetically removable for maintenance and customization. The device also includes a compliance detail for the Capcom Pro Tour, the official Street Fighter tournament series, which bars players from mapping jump inputs to both hands at once: Mizuno’s dual jump buttons let users choose a side rather than break the rule.
None of that comes cheap. At ¥99,000 ($611) including tax on Makuake, the controller sits well above the under ¥20,000 range where most stickless models compete, and above the ¥40,000 mark that few rivals cross. The chair, sold separately, lists at ¥121,000 ($750 plus): Mizuno is targeting the premium end of gaming furniture, not the mass market middle.

The baseball glove playbook, replayed for controllers
That production path points to a business model Mizuno already runs elsewhere. In baseball, the company sells mass market replicas of gloves and bats built to custom specifications for professional players. Kawabata suggested the same structure – a signature product refined with a pro, then a cheaper replica line for the mass market – could apply to esports controllers, with fighting game player ”ACQUA,” who collaborated on the design, effectively filling the role of a sponsored athlete.
Mizuno has paired the product release with a sponsorship layer: it became a Capcom Cup sponsor, the tournament that crowns the annual Street Fighter 6 world champion, and separately signed with the Japan eSports Union to supply national team uniforms for major international competitions this year. It is a more conventional extension of the apparel business it already runs in traditional sports.
Japan’s youth sports slump makes esports a strategic bet
The timing lines up with a demographic problem at home, what our industry calls the inactivity crisis. Japan’s pool of young people playing physical sports is shrinking, forcing any equipment maker to think hard about where the next generation of customers will come from.
Esports is young, global and growing. Mizuno’s move is also a credibility trade in the other direction: competitive gaming has spent years arguing it deserves to be treated as a real sport, with early global backing from brands like Red Bull.
For a century old athletic brand with a conditioning narrative, the upside is clear. A product led entry offers a route to refresh the brand with younger audiences and earn attention inside a community that is often skeptical of legacy names. That is a different play from Slazenger’s recent Gen Z oriented reinvention, which leans more on storytelling than on new equipment categories.
Mizuno also did more than put the products behind glass at EVO Japan. It ran a hands on booth where players could test all three products before preorders opened, a live validation step with the fighting game community it is still courting.
The risk sits in execution, not logic. Gaming audiences are quick to dismiss a legacy brand chasing a trend it does not understand, and Mizuno’s conditioning story only holds if players can feel a difference, not just read one in a press release. The company describes this as early stage business development, with more staff still being folded into the esports effort and an explicit acknowledgment that the fighting game segment has ample room for new entrants and is hard to defend.
Eastern views
Asia-Pacific insights for the sporting goods industry
Analysis, insights, and expert perspectives on the sporting goods industry across Asia-Pacific — covering market trends, manufacturing, retail, and brand strategy from China to Southeast Asia to Oceania. With Jakarta-based contributing editor Yohana Belinda.
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