
On July 5-6, 2025, hololive GAMERS hosted the real event “hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS 2” (hereinafter “Cho-Cho-Cho-Cho GAMERS 2”) at Saitama Super Arena.
Organized by the video streaming service ABEMA, the two-day event was a huge hit with 35,000 passionate fans in attendance. In this article, we’ll take you inside Cho-Cho-Cho-Cho GAMERS 2 with an event report and a roundtable discussion between representatives from ABEMA and COVER.
A Frenzy of Gaming and Live Performances! “Cho-Cho-Cho-Cho GAMERS 2” Event Report
hololive GAMERS – true to their name – is a unit made up of Shirakami Fubuki, Ookami Mio, Nekomata Okayu and Inugami Korone from hololive, a team of talents who all share a deep love for gaming.

The four members of hololive GAMERS have become the main focal point of this event, with the very first installment, “hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS,” taking place at Yoyogi National Gymnasium in May 2024. It received such an enthusiastic reception that “Cho-Cho-Cho-Cho GAMERS 2” was inevitable.
The event was structured in two parts: a gaming segment where the talents took on challenges, and a live segment showcasing songs and dances. Day 1 opened with all four members appearing in brand-new outfits to perform their original unit song, “We Are GAMERS !!!,” kicking off the two-day festival in spectacular fashion.
The four members of hololive GAMERS have become the main focal point of this event, with the very first installment, “hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS,” taking place at Yoyogi National Gymnasium in May 2024. It received such an enthusiastic reception that “Cho-Cho-Cho-Cho GAMERS 2” was inevitable.
The event was structured in two parts: a gaming segment where the talents took on challenges, and a live segment showcasing songs and dances. Day 1 opened with all four members appearing in brand-new outfits to perform their original unit song, “We Are GAMERS !!!,” kicking off the two-day festival in spectacular fashion.

The gaming segment started with a massive controller decorated with motifs of the four members appearing on stage. They had a go at “Vivitter,” a game of courage, where Ookami Mio came out on top in the individual round and earned herself a special screenshot moment to strike a winning pose. The excitement continued as Cho-Cho-Cho-Cho GAMERS 2 welcomed “Cho-Cho-Cho-Cho SPECIAL” guests – Nakiri Ayame, Amane Kanata, Himemori Luna, Takane Lui – who joined the hololive GAMERS to take on the 3D puzzle challenge “hololive Treasure Mountain.” While the game is a familiar favorite for hololive fans, the game was updated especially for the event with new background music, character visuals, and voice lines, which all got cheers from the crowd throughout the show.
The following “Whisper Challenge” was also played in teams, but with the match ending in a draw, all of the talents joined in for a screenshot – perhaps the most rewarding moment for fans. The gaming segment then concluded with the original game “GAMERS BINGO, ” hosted by Takane Lui. With missions ranging from teamwork-based challenges to playful impressions of fellow hololive members, the hololive GAMERS gave it their all to fill in the board, sending the venue into a state of excitement.
The live segment featured a special medley that combined original songs and covers, capped off with the debut of their new unit track, “To Be Continued…” fully showcasing the appeal of the four members’ as idols, directly to their fans. Day 2 once again opened with “We Are GAMERS !!!!, ” but the gaming content had a completely different look from the first day. The party game Gang Beasts filled the stage with shouts and laughter, with Nekomata Okayu emerging victorious from the contest. The fun did not stop there as “Cho-Cho-Cho-Cho SPECIAL” guests Oozora Subaru, Sakura Miko, Fuwawa Abyssgard and Mococo Abyssgard joined for a “Voice Mimicry Show” where cheers of the audience were recorded on the spot and then recreated by the talents, offering a unique thrill only possible at a real event.

The most physically demanding challenge for talents had to be “Poko Poko Whack-a-Mole,” where one team swung hammers while the other scrambled to move moles in and out of the wall to avoid being hit, a heated battle that had the crowd on edge. The final game of Day 2 was the “GAMERS QUIZ,” hosted by Sakura Miko, where hololive members struggled with questions such as “Name eight things Sakura Miko likes.” With unexpected twists, the game delivered non-stop excitement right through until its conclusion.
The live medley on Day 2 offered a fresh twist on the performance from Day 1, with a fresh lineup of songs and each song carrying the members’ heartfelt emotions. Fans answered back by waving their penlights and through call-and-response chants, fueling the powerful performances that marked the climax of the two-day event. Another performance of “To Be Continued…,” rounded out what was a wonderful celebration of hololive and gaming.
Behind the Scenes: A Shared Commitment to Creating the Best Experiences and Emotions for Our Audience

Left:Momoka Kodera (Business Growth Team Manager/Project Manager, COVER Corporation Gaming Business Development Office)
―― As you prepared for the second event, what mindset did you both share?
It all started when you (ABEMA) approached us with the idea of hosting an event, right?
At that time, one of our directors had the opportunity to meet with your Gaming Business Development Office. While COVER was already hosting live music events, we felt that introducing a different kind of event could bring something new and exciting to both the talents and the fans. That’s why we proposed an event centered around gaming.
At COVER, we hold “hololive SUPER EXPO & fes.,” our largest annual event, at the end of the fiscal year in March. While it’s a huge highlight across the organization, it also makes it harder to launch equally impactful initiatives in Q1 (April – June). That’s when we realized this project could be a way to fill that gap, and the discussions moved forward from there.
When we first brought up the idea, the venue hadn’t even been decided yet. But as discussions went on, we managed to book two days at the Yoyogi National Gymnasium in May, and as Kodera-san mentioned earlier, the timing worked out perfectly for the company. That’s said, it was a large-scale venue, so I’d say it really was a bold decision on COVER’s part to go ahead with it.
―― From COVER’s side, were there any concerns?
There were, of course, concerns. ABEMA assigned team members who had a strong understanding of the talents, so we were confident in how the content itself would look, but what concerned us was the fact that we had never held a game-focused event before. The biggest question was whether people would actually show up.
――But the fact that a second event took place means the first one must have been a success, right?
We’re grateful to say that both days sold out completely, including the limited-view reserved seats. The response was so overwhelming that it felt like the venue capacity wasn’t quite enough in the end. On top of that, since Ookami Mio had to miss the first event due to health reasons, we also felt strongly about making the second one happen with all the members together. Of course, both talents and fans had the same expectations.
Audience satisfaction was high, but what truly exceeded our expectations was how satisfied the talents themselves were. We were still in a trial-and-error phase for the first event, working out how to collaborate with them effectively while creating a concept and direction. By the second event, however, the talents already had a clear vision of their own, which gave both sides a strong sense of confidence as we moved ahead with securing the venue.

Made Possible by a Strong Partnership Between Both Companies
―― As you prepared for the second event, what mindset did you both share?
Planning for Cho-Cho-Cho-Cho GAMERS 2 began around October to November 2024, and from the outset up until the event, we had weekly online meetings between the two companies. Early on, the discussions focused on the bigger picture regarding the kind of event we’d like to create, and from there, talks gradually moved to specifics: how to structure the gaming segments, how to present the live performances and how to design the stage production and decorations.
Depending on the week’s agenda, some of ABEMA’s participants would change, but overall there were always about 20 people involved. The well-prepared materials ABEMA provided made it much easier to keep things moving smoothly.
The strong response to the first event also meant audience expectations were high. How we could rise to that challenge and meet such lofty expectations was a major focus in our discussions with ABEMA. As Kamochi-san mentioned earlier, with all four members able to appear this time, we wanted to reach an even wider audience. While we were still debating the venue, the opportunity to host two days at Saitama Super Arena came at the perfect time.
At a venue as large as Saitama Super Arena, there is a considerable distance between the stage and the very back seats. That meant it was crucial to work out what kind of content and stage design to maximize the experience for every audience member. We even made sure to walk around the entire arena with ABEMA, carefully checking the view from every seat.
――Was there anything else you focused on specifically for the second event?
This year, we handed out silver streamers and cans of “holocharge!,” hololive’s original energy drink, as guests were leaving. We had many people comment on social media about how delighted they were to receive such gifts, which may seem like a small detail, but we wanted to create a little moment of joy even as the event was ending – and I think it added to the overall experience.
Throughout the process, we were always able to come together to discuss how the audience would feel watching each part of the event and what would bring them the greatest amount of joy. I truly believe that this was only possible because we had such a wonderful partner in ABEMA.

Even though we were the organizer, our role was ultimately to work with the brand entrusted to us. That meant our top priority was staying true to the values that COVER and the talents, cares about most. Our entire team made sure to keep that in mind as we prepared for the event.
Another thoughtful touch was ABEMA setting up a small “dagashi shop” (penny candy shop) in the green room. The talents lit up the moment they saw it, playing the lottery games, enjoying the sweets, and chatting together. I felt it really added to their positive energy and mindset going into the event.

There’s always some downtime between rehearsals and the main performance. At the first event, that time ended up being spent just waiting around, but for the second event, we wanted to make it more enjoyable, so we prepared something to help the talents pass the time in a fun way.

――Looking back, what do you feel was made possible because ABEMA in particular was the organizer?
One clear strength was that ABEMA already has a pay-per-view streaming platform, which made it easy to integrate the livestream component smoothly. What also stood out to me was the speed of their proposals. Whether it was about merchandise or program ideas, once we shared our feedback, they would quickly come back with alternative suggestions – and the quality was always impressive.
At ABEMA, we produce a wide variety of programs and events across different genres, so we were able to bring in experience that offered something different from the music-focused events hololive usually holds. From planning and merchandise development to streaming, as well as marketing, promotion, and sponsorship outreach – all areas where the CyberAgent Group has strong expertise – we were able to handle almost everything in-house as one team. Of course, some parts involved support from external partners, but I believe we were also able to contribute in terms of resources.
ABEMA’s Perspective on hololive’s Appeal and Potential
――We’d also like to touch on COVER’s organizational setup. Could you tell us more, Kodera-san, about your department, the Gaming Business Development Office, which is mainly in charge of Cho-Cho-Cho-Cho GAMERS?
Our work mainly falls into three areas: developing games, supporting game creators, and organizing events. Most of these projects begin from scratch, with no set format to follow, so we’re often building the framework ourselves. From my perspective in management, I see every day how the freedom within our department allows members to easily find places where they can make the most of their individual strengths and skills. Of course, creating something from nothing is never easy, but because the team approaches projects with a positive mindset, we’ve always been able to deliver new experiences through gaming – from this event, to the Shishiro Hai and even our collaboration with Death Stranding 2.
――How many members are currently part of the Office?
At the moment, there are around 20 of us: when the Office was officially launched in October 2024, there were only four or five of us. With our mission of “Together, Let’s Create Culture Loved by All” in mind, we’re looking toward the global content market and have already begun preparing initiatives for the coming years. The team has been growing rapidly in line with that vision.
ーーThis May, you received the “United without Boundaries” Award at the COVER AWARDS 2024.
We were honored to receive the Project Award for Cho-Cho-Cho-Cho GAMERS 1. The project was carried out through collaboration not only within the Business Development Office but also across many different departments. Our company embraces three core values – “Bold Spirited,” “United without Boundaries,” and “Outcome Driven” – and I believe it was this cross-department collaboration, combined with the new licensing framework with ABEMA, that led to us being recognized for this award.

――From ABEMA’s perspective as a platform that handles not only VTubers but a wide range of IP and culture, what do you see as the appeal of hololive production, including its fandom?
What really stands out to me, watching the talents in their streams and events, is how actively fans engage with one another. At events, you’ll see groups taking photos together, and there’s a strong culture of supporting their oshi together. I think that sense of community is a big part of why so many people choose to come to these events in person – not just to see the talents, but also to enjoy connecting with fellow fans.
I believe this also comes from daily communication via streaming, with the bond between talents and their fans being incredibly strong. Beyond Cho-Cho-Cho-Cho GAMERS, we’ve also collaborated with hololive on projects like “HOLOGOE!” – ABEMA’s original late-night variety show – and even in those settings, you can really feel the warmth of fans rallying to support their oshi. Of course, having such a wide fan base is part of it, but what truly stands out is the high level of passion each individual brings.
――Looking ahead, what possibilities do you see?
Working together, what really strikes me is how each of the talents has a strong personality and unique appeal, along with an impressive ability to promote themselves. At ABEMA, we’d love to continue creating further opportunities, beyond just events, to create new platforms together with COVER where those individual qualities and strengths can shine even more.

■Data:hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS 2
◆ Dates
July 5 (Sat) – July 6 (Sun), 2025
◆ Venue
Saitama Super Arena
◆ Organizer
Abema TV, Inc.
◆ Offical Website
https://contents-abema.com/hololivegamersfes-2025
◆ Related Videos
<#ChoGAMERS2_day1> hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS 2 (Sneak Peek)
<#ChoGAMERS2_day2> hololive GAMERS fes. Cho-Cho-Cho-Cho GAMERS 2 (Sneak Peek)
<Cho-Cho-Cho-Cho GAMERS 2/Digest Video> July 5 (Sat) – 6 (Sun) @ Saitama Super Arena