Nintendo's mission is to put smiles on the faces of everyone we touch. We do so by creating new surprises for people across the world to enjoy together. We've forged our own path since 1889, when we began making hanafuda playing cards in Kyoto, Japan. Today, we’re fortunate to be able to share our characters, ideas and worlds through the medium of video games and the entertainment industry.
Nintendo of America, established in 1980 and based in Redmond, Washington, is a wholly owned subsidiary of Nintendo Co., Ltd. We are committed to delivering best-in-class products and services to our customers and to investing in the well-being of our employees as part of the global Nintendo family.
For more information about Nintendo please visit www.nintendo.com.
Capcom began in Japan in 1979 as a manufacturer and distributor of electronic game machines. In 1983 Capcom Co., Ltd was founded and soon built a reputation for introducing cutting-edge technology and software to the video game market. Now an industry leader in the video game industry for 25 years, Capcom's legacy of historic franchises in home and arcade gaming are testaments to an unparalleled commitment to excellence.
Building on its origins as a game machine manufacturer, Capcom is now involved in all areas of the video game industry and has offices in Tokyo, Osaka, California, England, Germany and Hong Kong.
The Raspberry Pi Foundation is a UK-based charity with the mission to enable young people to realise their full potential through the power of computing and digital technologies.
Our vision
Our vision is that every young person develops:
• The knowledge, skills, and confidence to use computers and digital technologies effectively in their work, community, and personal life; to solve problems and to express themselves creatively
• Sufficient understanding of societal and ethical issues to be able to critically evaluate digital technologies and their application, and to design and use technology for good
• The mindsets that enable them to confidently engage with technological change and to continue learning about new and emerging technologies
Our long-term goals
1. Education: To enable any school to teach students about computing and how to create with digital technologies, through providing the best possible curriculum, resources, and training for teachers.
2. Non-formal learning: To engage millions of young people in learning about computing and how to create with digital technologies outside of school, through online resources and apps, clubs, competitions, and partnerships with youth organisations.
3. Research: To deepen our understanding of how young people learn about computing and how to create with digital technologies, and we use that knowledge to increase the impact of our work and advance the field of computing education.