


1. Design, Development, Sales, & Entrusted Development of Consumer Games
2. Design, Development, Sales, & Entrusted Development of Educational Games
3. Design, Development, Sales, & Entrusted Development of Computer Software
4. Design, Development, Sales, & Entrusted Development of Digital Toys
5. Design & Development of Mobile Applications
6. Design & Creation of Original Characters
Since Nintendo Inc. introduced Nintendo DS in Nov 2004 and Nintendo Wii in Nov 2006, the video game industry has experienced a dramatic change. Innovative and beginner-friendly interface of the new consoles (e.g. touch-screen function of DS and Wii’s simple controller) made anyone easily play video games. As a result, the gaming population has increased excessively, and the trend was eventually led by “light-gamers” who used to have no interest in games.
Along with that trend, users began to place extremely high expectations on video games. For instance, they would not be satisfied with either “fun” or “practical” game, but they started to seek for games that are both “fun” and “practical.”
Responding to the consumer’s need, we, Rocket Co.,Ltd., released a kanji-learning software called “Kanken DS” in September 2006. Utilizing the strong features of Nintendo DS such as touch-screen and character-recognition function, “Kanken DS” was made to provide an “efficient” and “enjoyable” learning experience. This series was received well and became a million seller in Japan.

After producing various kinds of educational games, we drew our attention to health issue which had been a great concern among consumers in Japan. In October 2008, we released “Shape Boxing, Enjoy Diet with Wii” to promote physical fitness among those who desire or are in need to shape up their body. Adding the element of rhythm game into an existing boxing workout program, we succeeded in providing users a fun game-like workout experience and a realistic “gym feel” right at home. “Shape Boxing” was strongly supported by consumers and recorded total sales of more than 100,000 copies.

We design our products based on the insight gained from intensive marketing research on target population. We aim to grasp the unique needs and trends which would differ according to targets’ gender, age, geographic location, and so on.
<For Preschoolers>
Targeting preschoolers, who usually are neglected in the video game field, we released a series of intellectual training games, employing popular characters from Thomas and Friends. Thanks to the touch-screen function of Nintendo DS, preschoolers can easily play the game and learn Japanese words, numbers, and alphabet with their favorite characters. In addition, great graphics and playful functions of the program made learning fun for preschoolers, and the series became a long-selling seriese which is quite unusual for children’s software.

<For Female Users>
For female consumers who are not used to playing video games, we decided to use Rilakkuma, a popular character among Japanese housewives and female office workers, as a main character in the game. We put great effort into tailoring the game to the target users; namely the effort to make the game less complicated and filled with the character’s charm. As a result, the series has recorded 150,000 sales and became one of the best sellers among games for female users.

With our marketing strategy of thoroughly understanding and addressing user needs, we will strive to continuously produce “fun” and “practical” products that would meet the needs of the times.
Rocket Co.,Ltd. is a subsidiary wholly owned by Imagineer Co.,Ltd. (JASDAQ:4644).
Imagineer's Website