Mind Controlled Games Coming To Mainstream

Emotiv Headset

We've seen and read about mind controllers, but come Christmas you'll be able to test it yourself. Emotiv plans to launch the first thought-controlled, consumer gaming device this Christmas for $299 with one or more bundled PC games. Emotiv EPOC Neuroheadset allows users some control over objects on a computer. It is possible to move things around, with limited application, with your mind.

The Emotiv EPOC uses a set of sensors to tune into electric signals naturally produced by the brain to detect player thoughts, feelings and expression. It connects wirelessly with all game platforms from consoles to PCs and makes it possible for games to be controlled and influenced by the player's mind.

Whether the technology is perfected and intuitive enough for take off is debatable, but after the instant success of the Wii and Guitar Hero controllers, consumers are hungry for novel designs.

Mind-controlled Games
Developing video games that can be controlled with thought has opened new doors to create video games that are more immersive and interactive.
Neurotechnology
Brain-controlled technology to interact with computers will change the way users interact with technological devices.
Consumer Brain Machine Interface (BMI)
Innovative and affordable consumer-focused brain-machine interface technology opens up opportunities for a wide range of applications beyond gaming.

Who This Affects Most

Gaming
With the introduction of mind-controlled games, the gaming industry can now offer more interactive and immersive games that can build emotional connections between the player and the game.
Medical Devices
The use of brain-computer interfaces in medical devices can revolutionize the way people with disabilities or neurological disorders can interact with the world around them.
Education
Introducing brain-controlled technology into education can provide more engaging and effective learning experiences for various subjects, especially in areas of science and technology.
SCORE
2.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 42%
Activity 17%
Freshness 8%

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