Full-Body Virtual Gaming (UPDATE)

The CES 2014 Virtuix Omni Debut Displays a Sleeker Design

The CES 2014 Virtuix Omni debut was exciting not only because people were given the chance to try out the all-body virtual reality gaming system, but because it displayed a sleek new design. A huge step-up from its prototype that hit waves over in the Internet early last year, it boasts an all-black look and a circular motif, which is not very different from the original, just slimmer.

Showcasing its 40 capacitive sensors and its ability to be more accurate by offering analog motion instead of tracking leg movements with a Microsoft Kinect, the CES 2014 Virtuix Omni debut was understandably exciting and impressive. Incredibly immersive, The Verge's Ellis Hamburger tried out the rig with only one major complaint: motion sickness.

Virtual Reality Gaming
Businesses can look into creating more immersive virtual reality gaming experiences to cater to customers looking for a more engaging gaming experience.
Improved Motion Tracking in Gaming
There is an opportunity for companies to develop better technology for motion tracking in gaming to enhance the immersive experience and reduce motion sickness.
Sleek Design in Gaming Equipment
There is a growing trend towards more sleek and sophisticated designs in gaming equipment, presenting an opportunity for companies to innovate in this area.

Where This Applies

Gaming Industry
The gaming industry can explore the use of virtual reality technology in order to create more immersive gaming experiences for consumers.
Motion Technology Industry
The motion technology industry can innovate beyond what's currently being offered in the market, creating better motion-tracking technology for gaming to reduce motion sickness.
Industrial Design Industry
The industrial design industry has an opportunity to create and market high-quality, sleek and aesthetically appealing gaming equipment for the consumers looking for a more sophisticated look and feel in their gaming setup.
SCORE
4.2 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 62%
Activity 55%
Freshness 8%

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