Gaming Neuro-Controllers

The Brink Bionics Impulse is Debuting at CES 2021

The Brink Bionics Impulse is a neural mouse interface that's designed to work with current gaming peripherals and give gamers the power to "play at the speed of thought." The neural mouse interface gives gamers the ability to control their cursor with their mind when they wear Impulse like a glove.

The first-of-its-king gaming peripheral is designed to recognize intentions to click the mouse, so that impulses can be registered at faster speeds. Using built-in sensors and a machine learning algorithm, Impulse is designed to read the biosignals of muscles and predict gamers' desire to click. As Brink Bionics describes, "Essentially, we’re cutting out the time lag between when you think about clicking and when your finger actually executes on that movement through muscular contraction."

Image Credit: Brink Bionics

Neural Gaming
The development of neural gaming technology presents opportunities for disruptive innovation of gaming accessories and peripherals.
Mind-controlled Devices
The rise of mind-controlled devices offers disruptive innovation potential in various industries beyond gaming, such as healthcare and accessibility.
Brain-computer Interfaces
The emergence of brain-computer interface technology offers potential for disruptive innovation in diverse industries such as education, entertainment, and mobility.

Where This Applies

Gaming
The gaming industry can benefit from the development of neural gaming accessories and peripherals, enhancing the gaming experience and enabling new gameplay opportunities.
Healthcare
The healthcare industry can leverage mind-controlled devices to improve patient well-being and enhance medical treatment procedures.
Accessibility
The accessibility industry can utilize mind-controlled assistive technology to enable people with disabilities to interact with various devices and systems more seamlessly.
SCORE
5.8 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 78%
Activity 85%
Freshness 10%

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