Wonderfy Participates in Development of Experiential Kids' Space at Aeon Mall in Indonesia

Wonderfy, operator of the educational app 'Think!Think!', has participated in the development and implementation of content for "HATENA powered by TOEI TECHNO × Wonderfy," an experiential kids' space that opened on December 25, 2025, at Aeon Mall Deltamas in Indonesia. This marks Wonderfy's first permanent installation in a large overseas commercial facility.
提携NQ 85/100出典:PR Times

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  • 📰 Published: April 30, 2026 at 18:00
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## Press Release Information Title: Wonderfy Participates in Development of Experiential Kids' Space at Aeon Mall in Indonesia Subtitle: Company Name: Industry: Main Text (first 8000 characters): Wonderfy Inc. (Headquarters: Chiyoda-ku, Tokyo; Representative Director: Kei Kawashima; hereinafter, Wonderfy), which operates the educational app 'Think!Think!' that fosters thinking skills, has participated in "HATENA powered by TOEI TECHNO × Wonderfy," an experiential kids' space that opened on December 25, 2025, at the large commercial facility "Aeon Mall Deltamas" in Indonesia, and was responsible for the development and implementation of some of its content. ■ Increasing Demand for Differentiation in Experiential Kids' Spaces in Commercial Facilities In recent years, the development of large commercial facilities has progressed mainly in urban areas of Indonesia, and the demand for indoor facilities where families can spend time safely and securely has increased. Especially for attracting families, while the establishment of kids' spaces where children can enjoy themselves has become common, differentiation among facilities has become a challenge. In this context, in newly developing areas, such as the large commercial facility "Aeon Mall Deltamas" which opened in 2024, the importance of experiential content to enhance visitor value is further increasing. Wonderfy has been working to create motives for来店 and improve the value of stay in commercial facilities, restaurants, and medical institutions through the provision of 'Enterprise Think!Think!' and other services, in addition to the development of digital content including the thinking skills development app 'Think!Think!'. At "HATENA powered by TOEI TECHNO × Wonderfy," leveraging this expertise, Wonderfy was responsible for the development and implementation of content such as games and puzzles utilizing large screens, providing new experiential value. ■ Interactive Experiences for Enjoying with Mind and Body Wonderfy was responsible for the development and implementation of multiple key contents deployed within the facility. ・Games utilizing large screens A game experience where multiple people cooperate to challenge puzzle-format missions. Designed to allow intuitive participation while moving the body, it balances fun and a sense of accomplishment. ・Touch-panel thinking games Content based on 'Enterprise Think!Think!', enjoyed by utilizing spatial recognition and logical thinking skills. ・Immersive mystery-solving escape games An experiential content where children challenge quizzes and missions in a space utilizing video and sound. Designed to encourage children to think proactively and proceed through trial and error. ■ Facility Overview Facility Name: HATENA powered by TOEI TECHNO × Wonderfy Location: Aeon Mall Deltamas (Jl. Ganesha Boulevard, Kota Deltamas – Cikarang Pusat, Kabupaten Bekasi, Indonesia) Target Age: 3 to 12 years old Instagram: @hatenaplayground.id ■ Comments from Stakeholders Kei Kawashima, Representative Director, Wonderfy Inc. Wonderfy's mission is to "unleash the intellectual curiosity inherent in children worldwide," and for over 10 years, we have been developing educational materials and content. Recently, we have expanded our provision of real-world experiences through collaborations with companies, local governments, and commercial facilities. This "HATENA powered by TOEI TECHNO × Wonderfy" is our first permanent initiative in a large overseas commercial facility. We feel a great response to being able to provide experiences in such a place. In this facility, we aimed to provide experiences where thinking skills are naturally drawn out through play, using content that can be enjoyed while moving the body, such as games and puzzles utilizing large screens. Moving forward, we will continue to deliver "intellectual excitement" to children around the world through the design of experiences that span digital and real domains. Representative, Wonderfy Inc. Born in Kanagawa Prefecture in 1985. Graduated from Eiko Gakuen Junior and Senior High School. Graduated from the Faculty of Engineering, the University of Tokyo, and completed the Graduate School of Engineering, the University of Tokyo. After working at Hanamaru Learning, established Wonderfy in 2014. Developed 'Think!Think!', a thinking skills development app used by 3.5 million users in 150 countries, and 'Wonderbox', a correspondence course in the STEAM education field. Received numerous global awards such as Google Play Awards. Also served as a problem creator for the "Math Olympiad" and a part-time lecturer at the University of Tokyo. Responsible for educational supervision and problem design for 'Pokémon Friends', to be released in July 2025. Author of books such as 'How to Raise a Child Who Thinks for Themselves and Develops Learning Ability'. ■ About 'Enterprise Think!Think!' 'Enterprise Think!Think!' is a thinking skills development app.