Tangible Play
Publisher DNA
What defines Tangible Play?
AI intelligence is not yet available for Tangible Play. The portfolio data below is up to date.
Portfolio
What does Tangible Play ship?
Apps
11 apps analysed
Analysis in progress
Analysis in progress
Analysis in progress
Analysis in progress
Analysis in progress
Distributed across 4 markets, strongest in Europe.
Based on 2 of 11 apps with localized market data, more coverage rolling in as scans complete · last scanned .
Americas (1)
- United States2 / 2
Europe (2)
- France2 / 2
- Germany2 / 2
Asia-Pacific (1)
- Japan1 / 2
Core markets (2/2 apps)
Rivals
Who does Tangible Play compete with?
The rivals identified
Nemeses(1)
This app competes directly for the attention of the youngest demographic by providing sensory-focused, high-contrast stimulation that serves as a digital alternative to Osmo's physical-digital hybrid play.
Contenders(3)
This app competes for the same toddler audience by offering simplified, repetitive mini-games that mimic real-world objects like phones.
This app serves as a direct alternative for parents seeking simple, audio-visual educational content for toddlers.
It leverages popular character IP to engage children in simulated communication and musical learning, competing for screen time.
Same space(4)
known for
Preschool All In One Basic Skills Space Learning Adventure A to Z by Abby Monkey® Kids Clubhouse Games
This app provides a comprehensive, curriculum-aligned educational experience for the same age group as Osmo users.
This app competes for the preschool education market by offering structured, curriculum-aligned learning paths.
It offers a broad suite of preschool educational games that directly overlap with the learning outcomes of the Osmo ecosystem.
It competes for the parent's wallet and time by offering curated, live educational experiences for children.
New entrants(2)
A new entrant focusing on cognitive development through animal exploration, challenging Osmo's educational game category.
This app introduces a new way to consume educational content through hardware integration, competing for the 'connected play' market.