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Remember Osmo, the educational game/toy startup that started as Tangible Play? The Palo Alto-based startup just raised $24 million from investors old and new -- including longtime toymaker Mattel.

Alex Wawro, Contributor

December 9, 2016

1 Min Read

Remember Osmo, the educational game/toy startup that got its start in 2013 as Tangible Play? TechCrunch reports the Palo Alto-based startup just raised $24 million from investors old and new -- including longtime toymaker Mattel.

That's a significant chunk of change, and it's a good reminder that the company -- which managed to raise $12M in 2014, when it was still taking preorders for its debut product -- has continued to refine and distribute its mashup of mobile games, physical toys (think: board games) and puzzle pieces. 

According to TechCrunch, Osmo products are used in thousands of schools spread across over 50 countries, and the company plans to use some of its newfound wealth to adapt some of its games (which are predominantly built for play with companion iPad apps) to the iPhone. 

And if you have a (professional or personal) interest in educational games, Osmo chief Pramod Sharma told TechCrunch something interesting: he claims most teachers the company approaches are totally on board with the idea of using educational games and toys in the classroom.

"When we pitch Osmo to teachers nobody asks for research. They know these are classic things that are good for kids," Sharma said. "So in some sense we don’t have to prove this is educationally sound. Teachers already know.”

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