The phrase in question likely refers to the acquisition of a specific interactive entertainment product featuring rhythmic gameplay mechanics, edged weaponry, and a character named Haruka. This acquisition typically occurs through digital distribution channels. As an example, individuals may seek to obtain the game for play on personal computers or mobile devices.
The perceived value associated with obtaining the specified digital content stems from its potential for entertainment, skill development (related to rhythm and coordination), and engagement with a particular aesthetic or narrative. Historically, the digital distribution of software has offered convenience and accessibility, altering how consumers acquire and interact with media.