Science Groove Inc.
Japanese educational technology company building gamified, academically grounded science simulation software and research-driven analysis tools.
Last updated September 29, 2026
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Overview
Science Groove Inc. (株式会社サイエンスグルーヴ) is a Japanese educational technology and research-support company headquartered in Fukuoka. Founded on 1 October 2019, it is based at Fukuoka Growth Next in Chuo-ku, Fukuoka. The company's stated philosophy is to awaken intellectual curiosity and foster understanding of science in order to cultivate the next generation of talent and create a better future. Its core activity is the development and deployment of educational software that reproduces scientific models in simulation form, combined with gamification, positioning its products as distinct from conventional educational ICT tools used in Japan. The company emphasizes that its products are not mere entertainment games or visually oriented art, but tools whose logic is academically grounded. Science Groove's flagship educational product is Virtual ECOSYSTEM, a simulation game through which users learn how ecosystems work. From spring 2022, an experiential science teaching material titled 'Simulation and Video-Based Experiential Science Teaching Material [Forest and Carbon Fixation Edition]' became available free of charge on the STEAM Library platform operated under the Ministry of Economy, Trade and Industry's 'Future Classroom' (未来の教室) initiative. Beyond educational tools, the company conducts joint research with universities and other research institutions and supports social implementation using software. A notable research-driven application is COVIVIS, an analysis application that predicts the number of infected individuals of coronaviruses and other pathogens in a watershed from virus concentrations in wastewater; its full-scale operation began on 21 June 2024. In addition to software, Science Groove offers paid experiential seminars, both online and offline. For educational institutions such as schools, it provides lecture content centered on biology and incorporating the latest university research topics as part of comprehensive learning. For corporate clients, the tools are positioned as sustainable education resources. The company also provides joint research and development services aimed at connecting academic discoveries to practical applications. On 7 September 2026, Science Groove announced the launch of an academic conference and meeting management support business. This service covers the introduction of 'Convia,' an event management system specialized for academic conferences and meetings, as well as back-office agency services including inquiry handling and accounting. It is designed to match the scale and operational structure of each conference, supporting organizers so they can focus on planning and academic exchange. The company has also engaged internationally, reporting a visit to research institutions and venture companies in Singapore in May 2024 for research and business exchanges and discussions toward future collaboration. Leadership includes Representative Director and CEO Yuya Miyazaki, who co-founded the software development company Clustium Inc. in 2012 while studying at Kyushu University's Faculty of Law and became its representative director in 2014; he has worked as a project leader, manager, and lead engineer on commercial games and web services. Director and Chief Scientific Officer Shingo Iwami is a professor at Nagoya University's Graduate School of Science and a visiting professor at Kyushu University's Institute of Mathematics for Industry, among other academic affiliations. Director Yuya Tachiki also serves on the board. The company remains privately held.
History
Science Groove Inc. was established on 1 October 2019 in Fukuoka, Japan, with its headquarters at Fukuoka Growth Next in Chuo-ku, Fukuoka. The company was founded around a philosophy of stimulating intellectual curiosity and deepening understanding of science to develop next-generation talent and contribute to a better future. From its inception, its focus was on educational software that reproduces scientific models and incorporates gamification, explicitly differentiating itself from existing educational ICT tools in Japan by grounding product logic in academic evidence. A central product in its early portfolio was Virtual ECOSYSTEM, a simulation game for learning how ecosystems function. In spring 2022, the company made an experiential science teaching material, 'Simulation and Video-Based Experiential Science Teaching Material [Forest and Carbon Fixation Edition],' available free of charge on the STEAM Library platform under the Ministry of Economy, Trade and Industry's 'Future Classroom' (未来の教室) initiative. This marked a significant step in bringing its simulation-based educational approach to a broader audience of educators and learners. Alongside educational tools, Science Groove pursued joint research with universities and other research institutions, aiming to connect academic discoveries to practical applications. This research orientation produced COVIVIS, an analysis application that predicts the number of infected individuals of coronaviruses and other pathogens in a watershed based on virus concentrations in wastewater. The company announced the start of full-scale operation of COVIVIS on 21 June 2024, reflecting its expansion into public-health-related analytics. The company also engaged in international exchange. On 28 May 2024, it reported visiting research institutions and venture companies in Singapore, conducting research and business discussions and exploring future collaboration. In addition to software, Science Groove developed a services business around paid experiential seminars for educational institutions and corporations, and joint research and development services. On 7 September 2026, Science Groove announced the launch of an academic conference and meeting management support business. This service combines the introduction of 'Convia,' an event management system specialized for academic conferences and meetings, with secretariat agency services such as inquiry handling and accounting. It is tailored to the scale and operational structure of each conference, with the goal of enabling organizers to concentrate on planning and academic exchange. Throughout its history, the company has remained privately held and headquartered in Fukuoka, led by Representative Director and CEO Yuya Miyazaki, with Director and Chief Scientific Officer Shingo Iwami and Director Yuya Tachiki on the board.
Science Groove Inc. founded in Fukuoka, Japan
Experiential science teaching material [Forest and Carbon Fixation Edition] made available free on the STEAM Library platform under the Ministry of Economy, Trade and Industry's 'Future Classroom' initiative
Visited research institutions and venture companies in Singapore for research and business exchange
Began full-scale operation of COVIVIS, an analysis app predicting coronavirus and other infection numbers in a watershed from wastewater virus concentrations
Launched academic conference and meeting management support business, including the Convia event management system
Products and positioning
Academically grounded, gamified educational technology and research-support company distinguishing itself from conventional educational ICT tools in Japan.
Virtual ECOSYSTEM
A simulation game through which users learn how ecosystems work.
COVIVIS
An analysis application that predicts the number of infected individuals of coronaviruses and other pathogens in a watershed from virus concentrations in wastewater.
Convia
An event management system specialized for academic conferences and meetings.
Simulation and Video-Based Experiential Science Teaching Material [Forest and Carbon Fixation Edition]
A free experiential science teaching material available on the STEAM Library platform.
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