Revamped Retro Toys

Cocodice Presents a Reinterpretation of the Classic Rubik's Cube

Cocodice is the shortened brand name for Corner Contact Dice, an award-winning game that stimulates logical thinking and is similar to its successful predecessors, the legendary Rubik's Cube, Domino, Mah Jong Tiles and Jenga.

Cocodice unites all these fun games to create a unique toy for children aged 5 and up, as well as adults. Cocodice helps develop spatial depth perception, mathematical, geometric and strategic thinking. The game consists of individual black and white dice, with different corner markings that can be held together and interlinked thanks to integrated magnets. The players are given different tasks to complete and forms to build using the dice. The corner-marking principal of Cocodice makes this toy playable for blind people too.

Cocodice designers, Budapest-based Co&Co Communication, won the prestigious Red Dot Design Award in 2011 and have just launched the game worldwide. The Cocodice product line includes the toy itself as well as a larger, furniture version destined for schools, playgrounds and children entertainment facilities.

Reinterpreted Retro Toys
The reimagining of classic toys offers opportunities to enhance traditional gameplay and foster new learning outcomes.
Multi-functional and Inclusive Toys
Toys that can serve a variety of purposes and can be used by people with various abilities offer opportunities for innovation and accessibility.
Interactive and Educational Games
The incorporation of educational elements into interactive games presents opportunities to promote learning and development through play.

Where This Applies

Toy Industry
The toy industry can innovate by reimagining traditional toys to expand on gameplay and promote diverse learning outcomes.
Educational Industry
Interactive and educational games can be incorporated into classrooms and educational programs to engage students and promote learning through play.
Accessibility Industry
Designing multi-functional and inclusive toys can promote accessibility and inclusivity in the toy industry, as well as other industries incorporating these elements into their products.
SCORE
1.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 14%
Activity 8%
Freshness 8%