Interactive Digital Playmats

Microsoft's Project Zanzibar Brings All Objects into a Digital Space

The "toys to life" craze has been noted as a big push in technological toys, but Microsoft's Project Zanzibar is looking to take it a step further with its prototype playmat. While toys like Amiibos and Skylanders require built-in tech and are often proprietary, the Project Zanzibar playmat can scan everyday items and create a digital version of them. In addition to reading any item, the mat can also detect the placement on the mat, which could prove interesting as a tool for interacting with video games.

The importance of Project Zanzibar stretches beyond its ability as a novelty item, as the system could inherently be used as a form of edutainment. The mat and its digital rendering abilities could see use in modeling and could be integrated with educational platforms regarding architecture, modeling and civic planning. While Project Zanzibar is quite a ways away from being a consumer product, the team at Microsoft will be showing off the tech at the ACM CHI Conference in Montreal.

Image Credit: Microsoft

Interactive Playmat
Opportunity for toy companies to incorporate interactive digital features into their products, and for educational companies to utilize the technology for modeling and education purposes.
Real World Scanning
Potential for the technology to expand beyond playmats and be incorporated into other devices for real world scanning and digitization.
Edutainment
Opportunity for educational companies to create engaging and interactive learning experiences through the integration of Project Zanzibar's technology.

Where This Applies

Toys and Games
Toy companies can utilize the technology to create new interactive experiences for their customers, and potentially reinvigorate the 'toys to life' trend.
Education and Training
Opportunity for educational companies to integrate the technology into their platforms for modeling and education purposes.
Consumer Electronics
Potential for the technology to be incorporated into other devices beyond playmats, such as smartphones or tablets, for real world scanning and digitization.
SCORE
4.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 36%
Activity 82%
Freshness 8%