First is the news that the value of gold has gone up, while Bitcoin's has drastically gone down. The stark contrast between the two is attributed to the decrease in the value of the USD.
Next, there's also a news report from CoinDesk, where it's said that Bhutan is contributing 10,000 units of Bitcoin (amounting to 860 million USD) in order to develop the Gelephu Mindfulness City in Southern Bhutan. The contribution is based on the country's successful implementation of a Bitcoin mining project that has been using hydroelectric power for many years. The purpose of using Bitcoin is said to be for the sake of prioritizing capital security, transparency and long-term management of the project. Comugi-san notes that Prof. Joi and team are actively engaged in the development of Bhutan.
Next, Comugi-san reports that DroneNet, a company that provides Drone Pilot education and cryptocurrency mining equipment, is going through bankruptcy proceedings with liabilities amounting to as much as 144.5 billion yen. Nihon Keizai News explains that the structure of the business is akin to selling investment products, making it easy for buyers to become creditors. However, because of the size and scale of the transactions, with an annual income amounting to about 97.7 billion yen in February 2025, mismanagement in the capital on the side of the company resulted to large amounts of unpaid transactions. This further led to difficulty in the payment of taxes in November 2025, going so far as to hide about 3 billion yen of income, while the problem continued with the passing away of a key manager in December 2025.
Next, Comugi-san shares exclusive news from CoinDesk saying that Crypto ETFs are getting permitted to operate in Japan come 2028 in line with tax reforms and regulations upon their implementation.
Finally, Comugi-san shares a paid article he wrote for WIRED. In this piece, he explains why Sony is currently focusing on Web3 and Stablecoins through a diagram that shows that existing platforms do not allow payments via micropayments, e-wallets, banking apps and stablecoins. However, by introducing these payment methods, the new scheme would pave the way for customers to get hold of IP and content relevant to their preferences. This new Sony ecosystem is thereby envisioned to bring profitability to the company and allow for direct interaction with its customers.
With regard to this morning's presentation, Prof. Junichi Suzuki from dentsu Innovation Initiative shared the many projects their R&D unit has been working on since the last few years. He says that in 2022 they started the Social City project, and since then he's been presenting and publishing research papers about this topic. Right now, they're specifically focusing on Martech, Web3, Spatial Media and Social Platforms.
Today let me share with you Mr. Yoshiki Okamoto's talk about dreams and the reasons why there are people who give up on them.
Last accessed: 20251217
なぜ人は『夢』を諦めるのか?失敗しても挑戦し続けるマインドセット|岡本吉起塾Ch
Okamoto-san says that whenever we abandon a task, we'd have many excuses, and we'd also find that it's something that is very easy to do. But he points out that only the person, who hasn't given up, could achieve success.
Still, Okamoto-san believes that most likely this person, who's achieved success, also committed innumerable mistakes. Furthermore, he thinks that most people give up on their dreams after thinking about the task at hand and believing that it's something impossible for them to accomplish.
Okamoto-san also says that humans are beings that must overcome challenges, otherwise they'll regret that the opportunity has already passed them.
Next, Okamoto-san gives the example of his own life wherein he moved to Malaysia, and established a company in order to develop games. But he says that he'll be retiring from the video game industry soon. Nevertheless, he reiterates that he still wants to overcome new challenges like, for example, developing a board game and becoming an architect.
In addition, although he foresees that he'll surely commit many mistakes in the process, he believes that it's better that he has tried to overcome these new challenges. Moreover, he emphasizes that these mistakes actually help strengthen him in order to stand up again.
Finally, he concludes that we likely have only one life, so let's achieve success by overcoming new challenges.
Sr. Yoshiki Okamoto habla de los sueños y las razones por las cuales hay las personas quienes los dejan.
Last accessed: 20251217
なぜ人は『夢』を諦めるのか?失敗しても挑戦し続けるマインドセット|岡本吉起塾Ch
Sr. Okamoto dice que cuando abandonamos una tarea, tendríamos muchas excusas y además descubriríamos que es una cosa muy fácil hacer. Pero apunta que sola la persona, quien no ha dejado la tarea, podría lograr el éxito.
Sin embargo, Sr. Okamoto cree que probablemente esta persona, que ha logrado el éxito, comitiese fracasos inumerables también. Además, le parece que la mayoría de la gente deja sus sueños después de pensar sobre la tarea a mano y creyó que es una imposible para él acabar.
También, Sr. Okamoto dice que los humanos son seres que deben vencer los desafíos, si no, se arrepentirán que la oportunidad ya les ha pasado.
Siguiente, Sr. Okamoto da el ejemplo de su propia vida en donde se mudó a Malasia, y estableció una empresa para desarrollar juegos. Pero dice que muy pronto se retirará de la industria de los videojuegos. No obstante, reitera que aún quiere vencer nuevos desafíos como, por ejemplo, desarrollar un juego de sobremesa y ser arquitecto.
Además, aunque preve que seguramente cometerá muchos fracasos en el proceso, cree que es mejor que él ha tratado de vencer estos nuevos desafíos. Es más, destaca que estos fracasos le ayudan a fortalecerle para levantarse de nuevo.
Por fin, concluye que probablemente tengamos solo una vida así que logremos el éxito por vencer nuevos desafíos.
Today let me share with you Mr. Yoshiki Okamoto's talk about the time when Capcom was still young and its president, Kenzo Tsujimoto, had been leading the company.
Last accessed: 20251216
カプコンを作った男『辻本憲三』ってどんな人?黎明期にグッときた辻本さんからの言葉
Okamoto-san says that about 40 years ago, Capcom's employees, including Okamoto-san and Mr. Tokuro Fujiwara, wanted to shape the studio not like Konami but as Capcom itself, even though people like, for instance, Okamoto-san, had worked at Konami before.
Next, Okamoto-san recalls an incident where Tsujimoto-san helped out his developers by giving them money from his office. Okamoto-san explains that during that time there were several teams that were developing games and each team already had funding. However, he says, they complained that the money wasn't enough.
Okamoto-san admits that since he couldn't finish game development work very quickly, he needed four months. Still, in general, the duration to finish a project was three months, though sometimes four or even six months.
Meanwhile, the department for home consoles hadn't yet existed, so everyone worked to create arcade games. They brought them to the arcades, testing them out and doing various related tasks. Okamoto-san says that this work took at most two weeks, and afterward they had time, which could last up to a year, of not developing any game.
Okamoto-san says that Tsujimoto-san believed that they had to raise the brand of the studio and the quality of its products. Thus, the president, who was also the owner of the studio, was willing to give money to his developers.
Esta noche Sr. Yoshiki Okamoto habla del tiempo cuando el estudio Capcom todavía era joven y su presidente, Sr. Kenzo Tsujimoto, lo dirigía.
Last accessed: 20251216
カプコンを作った男『辻本憲三』ってどんな人?黎明期にグッときた辻本さんからの言葉
Sr. Okamoto cuenta que hace alrededor de 40 años, los empleados de Capcom, incluso Sr. Okamoto y Sr. Tokuro Fujiwara, quisieron formar el estudio no como Konami sino como el propio Capcom, si bien personas como, por ejemplo, Sr. Okamoto, se habían trabajado en Konami antes.
Siguiente, Sr. Okamoto recuerda un incidente donde Sr. Tsujimoto le ayudó a sus desarrolladores por darles dinero desde su oficina. Sr. Okamoto explica que en ese tiempo hubo algunos equipos que desarrollaban los juegos y cada equipo ya tuvo fondo. No obstante, ellos se quejaron que el dinero no fue suficiente, dice Sr. Okamoto.
Sr. Okamoto admite que como él no pudo acabar el desarrollo de los juegos tan rápido, necesitaba cuatro meses. Sin embargo, en general, la duración para acabar un proyecto, era tres meses, aunque a veces cuatro o áun seis meses.
Por el momento, el departamento para los juegos de casa todavía no había existido, entonces todo trabajó para crear los juegos de recreativas. Ellos los trajeron a los centros de los comercios, probándolos, y haciendo varias cosas relacionadas. Sr. Okamoto dice que esta tarea llevó a máximo dos semanas, y después ellos tuvieron tiempo, cual podría durar hasta un año, de sin desarrollar ningún juego.
Sr. Okamoto indica que Sr. Tsujimoto creyó que ellos tenían que elevar la marca del estudio y la calidad de sus productos. Por eso, el presidente, quien fue el dueño del estudio también, estaba dispuesto de dar dinero a sus desarrolladores.