Nex Playground: The motion-control console outselling PS5 arrives in UK

The motion tracking isn't just passable, it's legitimately good.
Hands-on testing revealed the Nex Playground's AI-powered motion detection works far better than the infamous Kinect system it's often compared to.

In the long arc of technology's attempt to make play more physical and more inclusive, a small cube with a camera has quietly done what many assumed was impossible: it outsold the giants. The Nex Playground, a motion-controlled console built for young children and their families, arrives in the UK this June having already demonstrated in America that there is a market the industry's largest players have chosen to ignore. Where Kinect once promised and failed, this device — powered by AI rather than depth cameras, refined over nearly a decade — offers a more considered answer to the question of how screens might move bodies rather than still them.

  • A console most British consumers have never heard of is arriving in late June having already beaten PlayStation 5 and Xbox in US Black Friday sales — a result so unexpected it reads almost as a provocation.
  • The ghost of Kinect haunts every motion-gaming pitch, and the Nex Playground must overcome deep, earned scepticism about whether cameras can ever reliably translate a human body into responsive play.
  • Hands-on testing across multiple games revealed tracking that is genuinely accurate and forgiving, though it demands committed full-body movement and enough floor space — a real constraint in smaller UK homes.
  • The company is targeting children aged three to twelve with licensed franchises, a subscription model, and strict privacy defaults, filling a gap that Sony, Microsoft, and even Nintendo's Switch 2 have left conspicuously open.
  • At £269 with a £90 annual subscription, the device is meaningfully cheaper than the Switch 2, but its UK success hinges on whether American momentum can cross the Atlantic and find a family audience willing to clear the furniture.

A small cube with a camera became the second best-selling games console in America during Black Friday week last year, outselling both the PlayStation 5 and Xbox Series X — a result so unexpected that most gamers had never heard of the device. The Nex Playground had been building a quiet audience in the US since late 2023. Now it is coming to the UK, and the question is whether the same lightning can strike again.

The obvious comparison is to Kinect, the Xbox accessory that became a byword for motion-tracking failure. But time with the Nex Playground reveals something meaningfully different. The tracking is responsive and accurate, menu navigation uses a separate remote rather than arm-waving, and the camera handles complex movements and crowded rooms without confusion. Testing across several games — including an Avatar: The Last Airbender earthbending title, a baseball game, tennis, and Fruit Ninja — showed consistent performance, provided players committed to full gestures. The main practical constraint is space: some games require room to move side to side, which smaller living rooms may not accommodate.

The technology departs from Kinect's depth-camera approach entirely. CEO David Lee, a former Apple engineering manager, built the system around AI-powered motion detection that improves over time and can be trained for specific conditions such as darker rooms or chaotic environments. After nine years of development, the company has optimised both the underlying model and its architecture. Lee acknowledges that motion tracking will never match a traditional controller, but argues it is getting close enough to matter.

The game library is deliberately family-facing, with licensed franchises including Kung Fu Panda, Teenage Mutant Ninja Turtles, and Sesame Street. The target audience is children aged three to twelve — a demographic Sony and Microsoft have largely abandoned this generation. Lee runs a Facebook community of 48,000 users and uses their feedback directly to shape the game selection, while also recruiting external developers who are themselves parents. Four internal studios and fifteen third-party partners currently contribute to the library, with a goal of reaching a 50/50 split.

Safety features are prominent: a physical camera cover is included, there is no online multiplayer or chat of any kind, and motion data stays on the device. The subscription — £45 per quarter or £90 annually — provides access to over 60 games, with 15 to 20 new titles added each year. Hardware costs £269, well below the Nintendo Switch 2's £395.99. The company's 90 percent subscription attach rate and 70 percent annual renewal figure suggest the model is working with existing customers.

The UK launch arrives in late June through Amazon, Argos, and Smyths. Whether it can replicate its American performance is genuinely uncertain, but the device has real advantages: it is affordable, focused, and addresses a gap the industry's largest players have chosen to leave open. The Nex Playground might be more than a curiosity.

A small cube with a camera inside became the second best-selling games console in America during Black Friday week last year—a fact that caught most people off guard. The Nex Playground had been on the market since late 2023, quietly building an audience in the US while remaining almost entirely unknown elsewhere. It outsold both the PlayStation 5 and Xbox Series X that week, a result so unexpected that many gamers had never even heard of the device. Now it's arriving in the UK, and the question is whether lightning can strike twice.

The Nex Playground is a motion-controlled system, which immediately invites comparison to the Kinect, the Xbox accessory that became infamous for being simultaneously popular and terrible. The Kinect demanded full-body gestures just to navigate menus, and its motion tracking was unreliable enough to become a running joke. Skepticism about the Nex Playground is therefore warranted. But hands-on time with the device reveals something genuinely different. The motion tracking is responsive and accurate. Menu navigation uses a separate remote, so you're not flailing your arms to select a game. The camera is sophisticated enough that it doesn't get confused by bystanders or mistake one motion for another, even when the movements are complex.

Testing a handful of games—Avatar: The Last Airbender Earth Rumble, Homerun Heroes, Tennis Smash: Racketville, and Fruit Ninja—showed consistent performance. In the Avatar game, a tutorial from the character Toph walked through earthbending mechanics: swinging arms to throw rocks, stomping to summon pillars, jumping and ducking to avoid attacks. All of it worked smoothly as long as the player committed to full motions. Light gestures weren't enough, but the system never misinterpreted what you were trying to do. Homerun Heroes, a baseball game, felt more natural when played with a foam bat in hand, even though the camera doesn't actually track the bat itself. The positioning mechanic in Tennis Smash took a moment to understand—your location on the floor determined where the ball would go—but once grasped, it worked reliably. The main limitation is space. Avatar and tennis require room to move side to side, something that would be difficult in a cramped living room. This is by design: the Nex Playground encourages the kind of active, full-body play that made the original Wii so appealing to families.

The technology behind this works differently from Kinect's depth cameras. David Lee, the company's CEO and a former Apple engineering manager, explained that the system uses AI-powered motion detection. The model improves over time, and the company can generate training data for specific scenarios—darker rooms, chaotic environments—to make the system more robust. After nine years of development, the company has learned to optimize both the architecture and the model itself. Lee acknowledged that motion tracking will never match the precision of a traditional controller, but in the right conditions, it's getting close.

The game library reflects a deliberate strategy. Nex has licensed recognizable franchises like Kung Fu Panda, Teenage Mutant Ninja Turtles, and Sesame Street. The target audience is children aged three to twelve, a market that Sony and Microsoft have largely ignored this generation. Lee frames the Nex Playground as an after-school activity, hoping that kids who play sports games will be inspired to try real sports. The library also includes fitness and puzzle games aimed at parents and grandparents. Lee is active in a Facebook community of 48,000 users where he directly hears what families want. This feedback has shaped the game selection and even recruited external developers who are themselves parents building games for their children. Nex has four internal development studios and fifteen third-party partners, with plans to reach a 50/50 split between first-party and external titles.

Safety is a central concern. Unlike Kinect, the Nex Playground comes with a camera cover. There is no real online multiplayer and no communication features—not even text chat. Motion tracking data stays local to the device. The subscription model costs £45 per quarter or £90 per year, providing access to over 60 games with 50 updates annually and 15 to 20 new games per year. The hardware itself costs £269, far cheaper than the Nintendo Switch 2's £395.99. Lee argues that a subscription model is the right choice for families with young children, who don't typically buy games regularly. The company's attach rate is close to 90 percent, and about 70 percent of customers renew after a year. A $50 price increase in April brought the US cost to $299, reflecting global memory shortages that have affected other manufacturers. Lee emphasized that keeping the device affordable is crucial for a small company serving a price-sensitive market.

The Nex Playground launches in the UK in late June, with pre-orders already available through Amazon, Argos, and Smyths. Whether it will replicate its US success remains uncertain. But the device has clear advantages: it's affordable, it doesn't try to be everything to everyone, and it addresses a genuine gap in the market. Young children have been largely neglected this generation outside of occasional licensed titles, and even Nintendo's Switch 2 is positioning itself toward traditional players rather than families. The Nex Playground might be more than a curiosity. It might actually become a household name.

The technology improved because it's no longer a depth camera or field-type flight sensor. It's actually AI. With AI, we can improve the model and make it more accurate over time.
— David Lee, CEO of Nex
Only a subscription model would work for families with young kids, because having new games launching every other week is a virtue. Our attach rate is close to 90 percent.
— David Lee, CEO of Nex
A Conversa do Hearth Outra perspectiva sobre a história
Inventor

What made you skeptical about the Nex Playground at first?

Model

The Kinect comparison was unavoidable. That device became a cautionary tale—technically impressive but practically broken, with games that demanded motion controls for everything and barely worked. You'd expect the Nex Playground to have the same fundamental problems.

Inventor

But it doesn't?

Model

No. The motion tracking is genuinely responsive. The key difference is that they use AI instead of depth cameras, and they've spent nine years refining it. They also made the smart choice to use a remote for menus instead of forcing you to gesture your way through everything.

Inventor

So it's the design philosophy that separates it from Kinect?

Model

Partly that, but also the target audience. Kinect tried to be for everyone. The Nex Playground is deliberately narrow—families with young kids. That focus means every decision serves that specific market, not a broad appeal.

Inventor

Why does that matter?

Model

Because it means the games are built around what that audience actually wants and needs. Fitness games for parents, sports games that might inspire real activity, puzzle games. Not trying to compete with Call of Duty or Resident Evil. It's honest about what it is.

Inventor

The subscription model seems risky. Game Pass hasn't been the success Microsoft hoped for.

Model

True, but Lee's point is that families with young kids don't buy games regularly anyway. They want a steady stream of new content without having to make individual purchasing decisions. The 70 percent renewal rate suggests it's working.

Inventor

What's the real test now?

Model

Whether UK families see it the same way American families did. The device is affordable, it fills a gap, and it actually works. But success isn't guaranteed. It depends on whether parents know it exists and whether they trust it with their kids.

Quer a matéria completa? Leia o original em Metro.co.uk ↗
Fale Conosco FAQ