Our History:
The concept of the Makoto Arena was discovered in a kids’ arcade in Glenwood Springs, Colorado. We watched as groups of kids worked up a sweat trying to beat their last/best score. We immediately thought of the benefits this physically active workout would have for the youth obesity crisis.
Working with the original developers, we went on the invent and improve the product known today as the Makoto Arena. Our primary market was, originally limited to children's fitness and entertainment. Later we were approached by a number of medical professionals who said “this is sensory integration therapy in a game!”
Wow… physical fitness benefits and brain benefits as well. We began working with several rehabilitation hospitals to improve the Makoto Arena as a tool for neurological therapy. We incorporated many suggestions from the therapists into new programming for Makoto. We were thrilled when the Sensory Therapy And Research Center (STAR Center) highly recommended the Makoto Arena to use as therapy for their patients with sensory processing disorders (such as autism).
Soon, studies by Calvin College and others showed that Makoto improved how quickly the two hemispheres of the brain transferred information back and forth. (That’s kind of like increasing the operating speed of your computer.) This improvement applies directly to sports performance: reaction time, hand-eye coordination and situational awareness. That’s why a number of pro sports teams as well as the military special forces are using Makoto!
Our newest Makoto Arena II is computer-based which allows us more flexibility in developing this unique game. We have expanded our product line to include additional accessories for the Makoto Arena such as the floor pods and the Makoto Wall. We look forward to receiving additional suggestions as to how we can continue to provide the most innovative equipment possible.
1990s – In the beginning: primarily marketed as a martial arts training device. The position of the lights was meant to correspond with striking locations on a person’s body.
2003 – New, smaller size introduced for the youth fitness market. New games created.
2005 – Study shows that Makoto training is statistically significant at improving brain function.
2006 –New Fitness and Therapeutic programming developed to work with new markets of:
- Sports Performance/
- Military Special Forces Trainiing
- Sensory Integration Therapy
- ADD/ADHD and Learning issues
2009 – With more hospitals and clinics utilizing the Makoto Arena for OT, PT, Cardiac Rehab & Traumatic Brain Injury (TBI) therapy, new wheelchair-accessible legs are designed.
Now – the New Makoto Arena II is completely redesigned!
- Easy touch-screen interface
- New full-color LED targets
- Now 12 targets per tower!
- Optional floor pods give the arena nearly 50 targets to engage players
- Windows 7 computer allows for more powerful programming
- New games allow competition between the towers
- Computer can track students/patients’ progress and export data
- New sound themes available !
- Integrates with new Makoto Wall!

