
Kinect
Product brand
UnclaimedMicrosoft's discontinued motion-sensing input-device brand for Xbox, Windows, and Azure applications.
Last updated August 25, 2026
Overview
Kinect was a Microsoft brand covering motion-sensing cameras and related software developed originally for Xbox consoles. Unlike Nintendo's Wii Remote and Sony's PlayStation Move, Kinect was designed to let users interact without holding a physical controller. Its hardware combined an RGB camera, infrared projection and detection components for depth measurement, microphones for speech recognition, and software capable of identifying gestures and tracking a user's skeletal movements. The technology originated in Microsoft's interest in depth-sensing interfaces and was advanced through work with PrimeSense, an Israeli company developing affordable three-dimensional sensing systems. Microsoft introduced the project publicly as Project Natal at E3 in 2009. The codename referred to Natal, Brazil, the birthplace of Microsoft engineer Alex Kipman, and also suggested the idea of a new form of interaction. The product was renamed Kinect at E3 2010, with the name evoking kinetic movement and human connection. Kinect for Xbox 360 launched in November 2010 as both a standalone accessory and part of Xbox 360 bundles. It was accompanied by Kinect Adventures and a range of family-oriented and casual games, including dance, sports, fitness, party, and exercise titles. The device attracted new audiences and achieved very rapid initial sales, but its software library did not produce broad adoption among the established Xbox user base. The technology's room requirements, tracking limitations, and the difficulty of adapting conventional controller-based games constrained its long-term position in the console market. Microsoft introduced a second-generation Kinect alongside Xbox One in 2013. The new device offered improved tracking, voice recognition, and depth sensing. Microsoft initially intended Kinect to be a required component of Xbox One, and early console plans assumed that the sensor would remain connected. Privacy concerns and criticism of the requirement led Microsoft to reverse that policy before launch. Kinect was nevertheless bundled with early Xbox One systems, while later Xbox One packages were sold without it. Microsoft subsequently reduced the role of Kinect in the console ecosystem, discontinued the Xbox One version in October 2017, and removed dedicated Kinect connectivity from later hardware revisions, with adapters needed for compatible systems. Outside gaming, Kinect became an important low-cost depth-sensing platform for researchers, artists, educators, accessibility developers, and commercial integrators. Microsoft initially restricted some non-game uses but later released software development kits for Windows, encouraging experimentation with body tracking, gesture interfaces, robotics, computer vision, and interactive installations. Elements of the technology also contributed to Microsoft's HoloLens work. In 2020, Microsoft extended the concept through Azure Kinect, a developer-oriented depth and vision device connected to the Azure cloud ecosystem. Microsoft discontinued Azure Kinect developer kits in October 2023. The Kinect brand is therefore discontinued as a consumer Xbox product line, although its sensing concepts and related technology influenced later Microsoft products and third-party applications.
History
Kinect emerged from Microsoft's long-standing interest in three-dimensional sensing for Xbox. Around 2005, depth-camera technology was considered promising but too expensive and immature for a mass-market console accessory. PrimeSense, founded in Israel in 2005, was developing cameras that could map bodies and recognize hand movements. Microsoft engineer Alex Kipman saw a demonstration of the technology and began exploring how it could be made smaller, cheaper, and suitable for large-scale consumer production. The launch of Nintendo's Wii in 2006 increased pressure on Microsoft to offer a motion-control experience. Microsoft considered both a Wii Remote-like device and a deeper camera-based system. Work with PrimeSense initially produced basic gesture and body-shape recognition, but not the reliable skeletal tracking Microsoft wanted. Kudo Tsunoda and Darren Bennett joined Microsoft in 2008 and worked with Kipman on combining depth sensing with software and machine-learning techniques. The project was approved for substantial development by late 2008, and hardware work began in 2009. Microsoft named the initiative Project Natal and presented it at E3 in June 2009. Demonstrations included Ricochet, Paint Party, and Milo & Kate, along with a Kinect-enabled version of Burnout Paradise. The system used RGB imaging, infrared depth sensing, microphones, and software able to track multiple bodies and recognize gestures. Microsoft conducted extensive testing in employee homes and across different room layouts, lighting conditions, body types, and user characteristics. The team also developed an adjustable camera mechanism so the sensor could accommodate different viewing angles without requiring users to reposition it manually. Game development shaped the final product. Microsoft Studios created Kinect Adventures as a pack-in title, while external developers produced games such as Dance Central and other family, fitness, sports, and party experiences. A more ambitious Lionhead project, Project Milo, explored voice and gesture interaction with a virtual character, but its scope no longer fitted the lower-cost consumer hardware and it was cancelled. Because Kinect consumed processing resources and required developers to design around its tracking capabilities, adapting existing controller-based games was difficult; most successful software was designed specifically for the sensor. At E3 2010, Microsoft finalized the Kinect name and announced a November launch. Kinect for Xbox 360 was released in North America on November 4, 2010, followed by Europe, Australia, New Zealand, Singapore, and Japan. It was offered separately and in bundles with the redesigned Xbox 360. The product achieved exceptionally strong initial sales and expanded Xbox's reach among casual and family audiences. Nevertheless, the broader Xbox community did not adopt Kinect as a universal replacement for conventional controllers, and the market for dedicated Kinect games weakened over time. Microsoft's second-generation Kinect was announced with Xbox One in 2013. It offered improved depth resolution, tracking, voice recognition, and interaction capabilities. Microsoft initially planned to make the sensor a required part of the Xbox One experience, but this generated criticism over privacy, surveillance, and ownership concerns. The company reversed the connection requirement before launch. Kinect remained bundled with early Xbox One packages, but Microsoft later sold consoles without it. Later Xbox One models removed the dedicated Kinect port, requiring a powered USB adapter for users who still wished to connect the sensor. Production of Kinect for Xbox One ended in October 2017. Kinect also developed an influential life outside console gaming. Researchers and commercial developers used it for human-computer interaction, robotics, motion capture, accessibility, education, healthcare experiments, art installations, and retail or industrial prototypes. Microsoft released software development kits for Windows, helping turn the device into a comparatively inexpensive depth-sensing platform. Related ideas and technology influenced Microsoft's HoloLens work. In 2020, Azure Kinect extended the family into developer hardware associated with Microsoft Azure and cloud-based computer vision. Microsoft discontinued Azure Kinect developer kits in October 2023, leaving Kinect as a discontinued brand whose technology continued to influence spatial computing and machine-perception products.
- 2023
Azure Kinect developer kits are discontinued
[1]Microsoft discontinued the Azure Kinect developer-kit line.
- 2020
Azure Kinect launches
[1]Microsoft introduced a developer-oriented Kinect product integrated with the Azure ecosystem.
- 2017
Xbox One Kinect production ends
[1]Microsoft ended production of the consumer Xbox One Kinect.
- 2013
Kinect for Xbox One is introduced
[1]Microsoft unveiled the second-generation sensor with the Xbox One platform.
- 2011
Kinect passes eight million units in 60 days
[1]The device posted very rapid initial sales after launch.
- 2010
Kinect launches for Xbox 360
[1]The first-generation Kinect became available as an Xbox 360 accessory and bundle component.
- 2009
Project Natal is announced
[1]Microsoft demonstrated its controller-free motion and depth-sensing system at E3.
- 2005
PrimeSense is founded
[1]The Israeli company whose depth-sensing technology contributed to the first Kinect generation was founded.
Products and positioning
Controller-free motion, gesture, voice, and depth-sensing interaction for home entertainment, gaming, software development, research, and commercial applications.
Gaming motion-sensing peripheral · 2010
Kinect for Xbox 360
The first retail Kinect device used an RGB camera, infrared depth sensing, microphones, and software-based skeletal tracking to let Xbox 360 users play selected games through body movement and voice. It was sold separately and bundled with Xbox 360 consoles, with Kinect Adventures included. Its strongest software categories were casual, family, dance, fitness, sports, and party games.
Gaming motion-sensing peripheral · 2013
Kinect for Xbox One
The second-generation Kinect improved body tracking, depth sensing, voice recognition, and interaction with the Xbox One. Microsoft initially positioned it as a central and mandatory part of the console experience, but privacy criticism led to the removal of the connection requirement. It was later excluded from many console bundles and ultimately discontinued.
Developer and computer-vision hardware
Kinect for Windows
Microsoft-supported Kinect hardware and software tools enabled developers to use depth sensing, body tracking, gesture recognition, and voice input in Windows applications. The platform was used beyond games in research, education, interactive installations, robotics, accessibility, and commercial prototypes.
Cloud and computer-vision developer device · 2020
Azure Kinect
Azure Kinect was a developer-oriented depth and vision device intended for applications connected to Microsoft Azure and computer-vision workflows. It represented a shift from consumer console accessories toward professional development, spatial sensing, and cloud-enabled machine-perception use cases.
Controversies
2013
Privacy controversy over mandatory Xbox One Kinect
Microsoft's original Xbox One plan required Kinect to remain connected for the console to function. Critics and users raised concerns about an always-connected camera and microphone, data collection, surveillance, and household privacy. Microsoft subsequently reversed the mandatory-connection policy.
Marketing campaigns
- 2010Kinect launch campaign
North America · Europe · Australia · New Zealand · Singapore · Japan
Microsoft marketed Kinect at a scale comparable to a console launch, using television and print advertising, retail bundles, and promotional partnerships including Burger King and Pepsi. A launch event in New York's Times Square featured a performance by Ne-Yo.
Outcome. The campaign supported strong initial consumer awareness and rapid sales, although long-term adoption among core Xbox players was limited.
- 2009Project Natal E3 reveal
Worldwide gaming audience
Microsoft used its E3 press conference to present Project Natal through interactive demonstrations and a high-profile appearance by Steven Spielberg, framing the technology as a new form of controller-free entertainment.
Outcome. The reveal generated substantial attention before the product received its final Kinect branding.
Brand decisions
2020
Extend Kinect technology through Azure KinectProduct launchBackground
Microsoft redirected the technology toward professional developers, computer vision, and cloud-connected applications.
Action taken
Microsoft released Azure Kinect as a developer device associated with the Microsoft Azure platform.
Aftermath
The product line was discontinued in 2023, but the move illustrated Kinect's transition from console gaming hardware to spatial-computing and developer technology.
2017
End consumer Kinect productionStrategyBackground
Kinect-based gaming had not developed into a sustained mass-market segment after the Xbox One launch.
Action taken
Microsoft ended production of Kinect for Xbox One and later removed dedicated Kinect ports from revised Xbox One hardware.
Aftermath
Kinect continued to influence developer, research, and commercial uses rather than remaining a major Xbox consumer product.
2013
Make Kinect mandatory for Xbox OneStrategyBackground
Microsoft positioned Kinect as a central Xbox One interface and initially treated it as a required component of the console.
Action taken
After privacy and consumer backlash, Microsoft abandoned the requirement before the Xbox One launch.
Aftermath
Kinect was still bundled with early Xbox One systems, but later hardware and packages reduced its prominence.
2010
Launch Kinect as a separate Xbox 360 accessoryProduct launchBackground
Microsoft sought to add controller-free interaction to the existing Xbox 360 installed base while also supporting a redesigned console and new bundles.
Action taken
The company sold Kinect separately and included it in selected Xbox 360 bundles, with Kinect Adventures as a pack-in title.
Aftermath
Initial sales were very strong, but the device's software library remained concentrated in casual and family-oriented categories.
Recent events
- 2023
Microsoft discontinues Azure Kinect developer kits[1]
Other
Microsoft ended production and availability of Azure Kinect developer kits.
- 2020
Microsoft introduces Azure Kinect[1]
Product launch
Microsoft repositioned Kinect technology toward developers and cloud-connected computer-vision applications through Azure Kinect.
- 2017
Microsoft ends production of Kinect for Xbox One[1]
Other
Microsoft discontinued production of the Xbox One Kinect after the product's declining role in the console ecosystem.
- 2013
Microsoft unveils Kinect for Xbox One[1]
Product generation
A second-generation sensor with improved tracking and voice capabilities was introduced with the Xbox One.
- 2013
Microsoft reverses mandatory Kinect connection policy[1]
Regulation · Other
Following privacy and consumer criticism, Microsoft abandoned its plan to require Kinect to be connected for Xbox One operation.
- 2011
Kinect reaches eight million units in its first 60 days[1]
Other
The device recorded exceptionally rapid early sales and was recognized by Guinness World Records as a fast-selling consumer electronics product.
- 2010
Project Natal is renamed Kinect[1]
Product launch
Microsoft announced the Kinect name and confirmed a November 2010 launch for Xbox 360.
- 2010
Kinect launches for Xbox 360[1]
Product launch
The first Kinect launched as a standalone accessory and in Xbox 360 bundles across several regions.
- 2009
Microsoft unveils Project Natal at E3[1]
Product launch
Microsoft publicly demonstrated its controller-free depth-sensing system, later renamed Kinect, at E3.
Sources1 sources
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