# Tangible Play

Startup profile on Capital Atlas: https://capitalatlas.ai/startups/tangible-play

- Industry: Software
- Headquarters: Palo Alto, US
- Website: www.playosmo.com
- Total disclosed funding: $34M
- Latest round: Series C (Aug 3, 2016)
- Investors on record: 9

## About

Tangible Play, Inc. specializes in educational technology, creating interactive learning experiences that merge physical game pieces with digital gameplay through their product Osmo, designed to engage children in learning activities.Founded in 2013 in Palo Alto, US, Tangible Play, Inc. developed Osmo, a unique educational platform that combines digital gameplay with physical interaction. The company was acquired in January 2019 by Think and Learn Private Limited for USD 120.00 mn. The latest funding round was an Add-on Trade Sale led by Byju's, contributing to a total amount raised of USD 20.23 mn across 4 deals, with the most recent deal occurring on January 16, 2019.Osmo, developed by Tangible Play, Inc., offers an innovative educational games system designed for iPad that integrates physical game pieces with digital gameplay. The core product lineup features interactive learning experiences through tangible play, where users engage with various educational activities such as drawing, coding, and spelling. This system utilizes a tablet placed in an Osmo Base, complemented by a reflector that aligns with the device's camera, enabling a seamless blend of physical and digital interaction. The target market primarily includes children, parents, educators, and schools, aiming to enhance learning fundamentals through engaging and versatile methods. Osmo's products are available in multiple geographical markets, including North America, Europe, and parts of Asia, catering to a diverse client base focused on educational development.Osmo generates revenue through direct-to-consumer sales and partnerships with retailers. The business model typically involves the sale of individual products, including flagship offerings such as Osmo, Awbie, and other associated game sets, which are marketed to families and educational institutions. Transactions often occur through retail channels, where physical game kits are purchased alongside subscriptions or in-app purchases for additional digital content. Pricing plans are structured to accommodate various consumer needs, with options that enable customers to choose between standalone game sets or bundled offers that enhance the overall learning experience. This multifaceted approach allows Osmo to maintain a steady revenue stream while expanding its reach within the educational sector.Following its acquisition in January 2019, Tangible Play, Inc. aims to further develop and launch new educational products that enhance interactive learning experiences. The company plans to expand into additional markets in Asia and Europe by 2025, leveraging recent funding to support product development and market entry strategies. The acquired capital will be utilized to accelerate product innovation and marketing efforts, ensuring that Osmo continues to meet the evolving needs of educational environments globally.

## Funding rounds

- Series C, Aug 3, 2016, $20M — Accel, Upfront, Shea Ventures, K9 Ventures, Houghton Mifflin Harcourt Company, Mattel Inc., Silicon Valley Bank, Collaborative Fund, Sesame Workshop
- Series B, Oct 16, 2014, $12M — Accel, Upfront, K9 Ventures
- Series A, Oct 31, 2013, $2.1M — Upfront, K9 Ventures

## Investors

- Upfront (https://capitalatlas.ai/funds/upfront) — Series A, Series B, Series C
- K9 Ventures (https://capitalatlas.ai/funds/k9-ventures) — Series A, Series B, Series C
- Accel (https://capitalatlas.ai/funds/accel) — Series B, Series C
- Shea Ventures (https://capitalatlas.ai/funds/shea-ventures) — Series C
- Houghton Mifflin Harcourt Company — Series C
- Mattel Inc. — Series C
- Silicon Valley Bank — Series C
- Collaborative Fund (https://capitalatlas.ai/funds/collaborative-fund) — Series C
- Sesame Workshop — Series C
