Brand

Stories

Expanding Children's Creativity
Creativity Education

A picture of a baby and Masaru Ibuka both on all fours looking at each other.

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'We shall be extremely happy if we can be the slightest bit useful in creating an environment where young people can realize their dreams'
A message from the founder, Masaru Ibuka at the first presentation ceremony of the fund for the promotion of science education by Sony in 1959.

Opening background music plays.

A semiconductor is fitted into a machine.
Cameras and lens arranged on a table.
A PlayStation®VR headset.
aibo the robot dog.
Products created by Sony and
Sony's logo on the side of the headquarters building are displayed.

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Narration by Sho Okamoto (OKAMOTO'S)
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"It was the dream of Sony's founders to use the power of technology to enrich people's lives."

A wall that changes patterns as people touch it.
A perfectly life-like driving simulator.
Cars maneuver for position taking a turn on a racetrack.
The sliver, box-shaped New Concept Cart SC-1 drives through a resort.
Image sensors are mounted on all four sides of the SC-1.
Close-up of a blue eye.
The pupil changes to a brilliant white camera lens.
Inside the lens, words and symbols appear.
Children look at something in enjoyment.
A small girl in braids looks engaged.
A finger taps a touchscreen.
Girls converse while looking at a monitor.
A long-haired girl writes something on an easel board.

Narration
"That vision drove Sony to pursue pioneering achievements in creating new forms of entertainment,
as well as efforts that foster human creativity itself."

On the white video background, the opening title, "Sony's Innovations & Challenges", "Stories" and the subtitle, "Expanding Children's Creativity" are displayed.

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Sony's Innovations & Challenges
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Stories
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Expanding Children's Creativity

A man in a striped shirt sits in a chair and is interviewed.
On a table lay block-shaped MESH triggers, some attached to scrubbing brushes.

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Takehiro Hagiwara
Head of MESH Project / Sony Corporation
Hagiwara
"Our goal is to unleash people's inner creativity with the power of technology."

Background music changes.

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Sony STEAM Studio

Takehiro Hagiwara speaks.

Hagiwara
"Sony STEAM Studio was begun to provide a space where children can expand their creativity.
It's a space where tomorrow's future creators can experience STEAM first-hand."

Scenes at Sony STEAM Studio.
A boy looks at something and gives a big smile.
A girl in a ponytail looks up, breaking into a smile.

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Provides children an opportunity to expand their creativity

Children sit grouped at different tables listening to an explanation.

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STEAM Education
Science
Technology
Engineering
Art
Mathematics

Scenes from a workshop for the robotics and coding kit, KOOV.
A young boy intently pieces blocks together.
Another boy happily talks away, assembling his robot.

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Sony STEAM Studio
Introduces children to programming and other new disciplines in a fun, interactive learning environment

A man in a sports coat sits in a chair and is interviewed.
A goggle-shaped PlayStation®VR headset rests on a table.

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Kenjo Akiyama
Sony Interactive Entertainment

Kenjo Akiyama speaks.

Akiyama
"VR CAMP is a workshop designed to stimulate children's imaginations and foster creativity and growth,
giving them tools to create their own virtual dream worlds using PlayStation®VR."

Scenes at VR CAMP.
A man instructs children facing their monitors.
The children create worlds of their own on screen. One places animals on a grassy field.
All work with earnest expressions.

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VR CAMP with PlayStation®VR
Gives children hands-on experience developing their own virtual reality games using PlayStation®VR

A girl is all smiles.
A monitor shows a game screen. On a grassy field, the screen reads, "Question", "Choice 1" and "Choice 2".
On a different game screen, a two-story house is placed on a street corner lot.
A woman instructs children.

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Stimulates children's creativity

Wearing a VR headset, a boy plays the newly created game.
The game is also displayed on a monitor. The question, "When did development begin on PSVR?" and answer choices are shown on the monitor.
Choosing "Autumn 2010", a rocket blasts off.
The boy smiles looking pleased.

A man in a collared shirt sits in a chair and is interviewed.
On a table are decorated shoes and the AR-enabled coloring book, "Music Kids Book".

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Hiroyasu Ito
Sony Music Entertainment

Hiroyasu Ito speaks.

Ito
"KIDSTONE is a brand focused on creating hands-on opportunities for children to learn and play through sound.
The brand concepts include music, education and entertainment.
One component of the brand is STUDY LABO, which introduces children to programming and other forms of technology."
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Kids
Music
Education
Entertainment

Scenes at KIDSTONE STUDY LABO.
Children shake MESH triggers.
A girl plays a xylophone and uses a touchscreen.
She shakes her head smiling.

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KIDSTONE
A child-focused total entertainment service that proposes new models for musical education through sound.

Children shown from the feet down. MESH triggers are attached to their shoes.
A young boy in grey clothes uses a touchscreen as an adult leans in close.
A young girl in a red sweater focuses on her work.
She is now holding a toy horn, smiling easily.

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KIDSTONE STUDY LABO

Takehiro Hagiwara speaks.

Hagiwara
"Grownups have this idea that they need to teach children how to be creative.
But children are already constantly observing, noticing and discovering things on their own.
What we as grownups can do to help them is to create spaces that foster their innate creativity."

Scenes at Sony STEAM Studio.
A boy smiles as if an idea struck.
A girl with wavy hair squats down while working on her project.
A girl in a ponytail intently observes her project.

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Children are always making discoveries
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Adults create spaces that foster creativity

Kenjo Akiyama speaks.

Akiyama
"VR CAMP is all about showing children that entertainment isn't just something you experience-it can be something you create.
We want children to discover the joy of creating a content with the end user in mind.
It's about respecting the principle of creating something that gives pleasure to others."

Scenes at VR CAMP.
A boy in a red T-shirt strains his eyes at his monitor.
A girl wearing glasses tilts her head up looking convinced.
A girl plays a VR game. Below the headset she is all smiles.
A boy in a green shirt stands next to a screen giving a presentation.
Children are crowded around a monitor all smiling.

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Entertainment can be something you create
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The joy of creating entertainment

Hiroyasu Ito speaks.

Ito
"In today's digital age, we think that analog is more important to the creative process than ever.
Many creators still like to work out their ideas first on paper, the old-fashioned way.
We feel that such a fusion of analog and digital can greatly expand the possibilities of creativity, especially for children."

Scenes at KIDSTONE STUDY LABO.
Children decorate plain white shoes.
A girl in red clothes colors a shoe with a yellow marker.
Another boy uses a black marker.
A girl wearing a brown hat busily moves her hands.

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Using one's hands
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Fusing digital and analog

The three men sit around a table.

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Expanding Children's Creativity

The background music changes.

Kenjo Akiyama speaks.

Akiyama
"We want to give children as much material as possible with which to create and to express themselves.
We want to let children know that they're free to use whatever Sony has to offer, whether it's technology, content or IP.
And we want to create an environment for them to learn how to use these resources to create things."

Scenes at VR CAMP.
A screen from a quiz shooter game. The bullet hits the answer.
The girl playing the game leans back in enjoyment.

Takehiro Hagiwara speaks.

Hagiwara
"Sony STEAM Studio would very much like to team up with KIDSTONE to develop some events."

Scenes at KIDSTONE STUDY LABO.
The girl in the brown hat decorates her shoes. She reaches out to choose something.
Scenes at STEAM Studio.
Children listening to an explanation.
A girl wearing lots of hair clips drops her jaw in amazement.

Hiroyasu Ito speaks.

Ito
"Let's do that!
Sony has lots of new educational technologies, such as MESH, KOOV and toio, and others still in development.
KIDSTONE would definitely like to develop more events to give children hands-on experience with these technologies."

A scene of car made using KOOV rolls slowly ahead.

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Technology x Entertainment

Takehiro Hagiwara nods successively in agreement.

Hagiwara
"We'd love to do that too."

The three talk to each other.

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Hands-on experience accelerates learning
Akiyama
"Education itself is undergoing a radical change. It's less about studying and more about hands-on experience.
Getting to know various content is fundamental to gaining that experience."
Hagiwara
"The best kind of event is one where children come away thinking, 'Wow! I could use these tools to make stuff all on my own.'"
Ito
"That very first encounter with technology is critical for children."
Akiyama
"I think it helps accelerate learning."

Scene at VR CAMP. A girl in a red shirt wears a VR headset.
Scene at Sony STEAM Studio. In front of a KOOV creation, a boy assembles blocks.
Scenes at KIDSTONE STUDY LABO.
A boy in grey clothes uses a touchscreen.
A man points with his finger to give instruction.
Screen from a quiz shooter game. A spaceship flies along shooting a red laser.
A girl in front of a monitor brightens her smile.
Scene at Sony STEAM Studio.
A girl attentively looks down in front of her. Chagrined, her face wrinkles up in laughter.

Narration
"Sony will continue to stimulate children's creativity with the power of technology and entertainment."

Movie ends with Sony's logo.