Catch A Virtual Fish and Eat It In Real Life

Ippo Zuri

A cellphone game has been developed in western Japan where the players get to, literally, eat the fish they catch. The game is called Ippo Zuri (pole-and-line fishing in Japanese) and the way it works is like this: If a player manages to catch a fish in the virtual reality of the game, he or she is then sent to a slot machine screen and if luck would have it and that person hits some sort of jackpot in the form of three numbers lining up, the make-believe fish is reeled in and a message is sent to a seafood wholesaler who delivers the raw fish to the player's home address. The game was created by a development company named FIT who hooked up with a local seafood wholesaler to make this possible. Fascinating.

Virtual Reality Games with Real Life Rewards
Disruptive innovation opportunity: Develop games that incorporate real-life rewards, creating a unique and engaging experience for players.
Integrating Local Businesses with Technology
Disruptive innovation opportunity: Develop technology-based partnerships with local businesses, such as a seafood wholesaler, to create new and innovative business models.
Gamification of Traditional Activities
Disruptive innovation opportunity: Develop games that gamify traditional activities, such as fishing, to create new revenue streams and engage a wider demographic.

Where This Applies

Gaming Industry
Disruptive innovation opportunity: Develop games with innovative real-life rewards to stand out in the growing gaming industry.
Seafood Industry
Disruptive innovation opportunity: Partner with technology companies to integrate seafood businesses with new and unique revenue streams.
Technology Industry
Disruptive innovation opportunity: Develop technology-based partnerships with local businesses to create new and innovative business models in various industries.
SCORE
1.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 7%
Activity 33%
Freshness 8%

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