Smartphone Game Magnifiers

TouchPico Projector Augments Your Play Experience with Any Flat Surface

The TouchPico takes all of those addicting smartphone games that you love and blows them up in size and experience. Unveiled at CES 2014, this device is capable of downloading Android apps directly and projecting onto walls, floors and tables to enable full-body interaction.

This compact gadget comes with a special stylus that is substantial enough to accommodate a stiff grip. The machine senses the whereabouts of the virtual pen's tip and follows your motions as you make doodles and complete simulated assignments. Sweep your arm across a 60-inch flat area for truly consuming game-play and creative activities.

TouchJet's TouchPico Projector is not compatible with iOS technology, but Apple loyalists will certainly be intrigued regardless. The system is set to cost about $500.

Smartphone Game Magnification
The demand for larger and more immersive mobile gaming experiences will drive the innovation of smartphone game magnifiers such as TouchPico.
Projector-based Interactive Gaming
The TouchPico's ability to project games onto any flat surface and enable full-body interaction creates opportunities for the development of projector-based interactive gaming experiences.
Android App Projectors
The TouchPico's direct Android app downloading and projection capabilities pave the way for the emergence of Android app projectors for entertainment and education.

Who This Affects Most

Consumer Electronics
Consumer electronics companies can explore opportunities to integrate projector technology into smartphones and other devices for enhanced user experiences, such as the TouchPico.
Gaming
The gaming industry can leverage the TouchPico's full-body interaction capabilities to create more engaging and immersive gaming experiences that project onto any surface.
Education
TouchPico's projector-based technology can be used to create engaging and interactive classroom experiences, appealing to tech-savvy students.
SCORE
3.6 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 24%
Activity 77%
Freshness 8%