Osmo uses physical objects to turn iPad games from a solitary experience into a social one (review)

A lot of parents don’t like the antisocial nature of mobile games as they see kids staring at their screens while hiding from the world. That’s why Pramod Sharma, a parent himself and former Google manager, became an entrepreneur and started Tangible Play. He wanted to use the combination of an iPad app and physical objects to bring kids back into a social environment with real-world play. The result is Osmo, a platform for multiple physical-digital combination games.

After the company unveiled the product in May, it received more than seven figures in preorders — or at least a million. That’s a huge result for a brand new kind of game. I’ve tried Osmo’s three games with my own children, and it is really a magical experience. You can play games like Osmo Words, a hangman-style game where you guess the word behind an image, with two people.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.