Technology The 2010s

Kinect tracks players without anything held in hand

Microsoft's depth-sensing camera for the Xbox 360 read body movement and spoken commands with nothing held or worn. It sold at record speed, then struggled to find games that justified the hardware.

North American release; European markets followed within days

Entry 127 of 164 in the record

What happened

The device combined an infrared projector, an infrared camera and a color camera with software that turned the resulting depth map into a moving skeleton the console could follow. Players waved, kicked and leaned instead of pressing buttons, and the system also listened for spoken commands. Nintendo's motion-controlled Wii had already shown that gesture could sell consoles to people who found gamepads intimidating, and this answer removed the controller altogether. Launch software leaned heavily on dancing, exercise and party games built for a living room with floor space to spare.

Sales were immediate and enormous, ranking it among the fastest-selling consumer electronics products on record at the time. The more lasting story happened outside gaming. Researchers, robotics labs, artists and hobbyists realized that a cheap depth camera was exactly the instrument they had been waiting for, and unofficial drivers appeared within weeks. Scanning projects, rehabilitation tools and gesture experiments of every description followed. For players, though, the novelty thinned out. Precision was limited, lag was noticeable, and few designers found something worth doing with a whole body that a controller could not do more reliably.

The world at the time

By late 2010 the Wii had spent four years pulling families and casual players into console gaming, and its rivals were racing to reach the same buyers. Broadband was widespread, smartphone app stores were about two years old, and much of the industry had convinced itself that the next frontier was an interface you could use without learning a controller first.

Historical significance

Real-time body tracking had escaped the laboratory and become a mass-produced consumer part, years before such sensors were ordinary. The launch also delivered a blunt lesson about hardware without software: a remarkable sensor cannot carry a platform if designers never work out what to build with it.

What it changed

A second-generation sensor was later bundled with the Xbox One, a decision that raised the price and contributed to a difficult launch, after which support was quietly wound down. The underlying engineering did not disappear. Depth sensing moved into phone face recognition, industrial robotics and the inside-out tracking that later headsets used to follow hands and rooms.

Sources consulted

  1. Kinect launch and hardware coverage Ars Technica · 2010
  2. Fastest-selling consumer electronics device Guinness World Records · 2011
  3. Depth cameras and the rise of consumer 3D sensing IEEE Spectrum · 2011

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction