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Osmo Continues Breaking Barriers Between Digital and Physical Play, Hits Massive Milestones as Company Thinks Beyond the Screen

Ex-Googlers bring kids back into the real world with 10 experiences that are now in one-third of US schools and have surpassed one million iPad installs


PALO ALTO, Calif. – WEBWIRE

Osmo, the award-winning play system that sparked a new category of seamless digital and hands-on play, today announces it has surpassed one million installs for iPad, reached 500,000 households and is used by 30,000 schools worldwide.  

Osmo combines the screens kids love with tactile, hands-on interaction they need. Embraced by hundreds of thousands of parents and more than 100,000 teachers to date, Osmo offers a suite of experiences, where kids learn through play across Words, Tangrams, Newton, Masterpiece, Numbers, Coding Awbie, Monster, Pizza Co., Coding Jam and Mindracers. 

Pediatric research shows that screen time alone does not give kids the tools for success, with more and more students showing weakening motor skills, and the inability to hold a pencil properly. Without losing the crucial hands-on play kids need for proper development, Osmo has leveraged its proprietary Reflective AI technology, these experiences give kids greater access to explore creativity, entrepreneurial and STEM, more alongside traditional experiences like spelling, math and physics. 

“It’s never been more important to provide new ways for our kids to play and learn with their hands. As a father myself, I know how crucial it is to a child’s development,” stated Pramod Sharma, Osmo’s CEO and co-founder. “We founded this company to provide an alternative to the false dichotomy of tech and traditional play. We’re proud to bring families and teacher the tools they need to encourage fun play that will nourish their kids’ bodies and minds.”

Osmo was founded by parents and former Google engineers to create fun and nutritious play experiences designed specifically to bring more hands-on play opportunities for both boys and girls. The company’s unique approach has garnered attention from toy and education behemoths such as Mattel, Sesame Ventures and Houghton Mifflin through strategic investments to invigorate iconic products for today’s family and classroom. 

Both fun and educational, Osmo’s suite of 10 experiences span everything from computer science to drawing to open-ended imagineering. To date, kids have coded over one billion lines to feed Osmo’s hungry friend, Awbie, who’s been fed over two billion strawberries, equal to the number of lines of code in Google’s database. 
 
This news comes on the heels of other notable announcements, including the hiring of John Coyne a former Bandai, Activision and Mattel executive as the company’s Chief Marketing Officer. The company has also added new ways for all kids to play, including the introduction of Monster en Espanol, voiced by Jane the Virgin’s Jaime Camil, along with introducing Osmo for iPhone.  

The Play System has been lauded by the industry, winning Time’s Best Inventions, the Parents Choice Award and most recently was named one of 2017’s most innovative companies by Fast Company.

To learn more about Osmo, visit playosmo.com.

About Osmo
Osmo is building a universe of hands-on play experiences that nourish the minds of children. By unleashing the power of imagination in the digital world, Osmo uses augmented reality and reflective artificial intelligence across a suite of 10 experiences. To learn more, go to: PlayOsmo.com.
 
Media Contact
Sean Yokomizo
VSC for Osmo 
Media@Playosmo.com
925.878.1200
 


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 iPad
 Osmo
 Play
 education
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