Metaverse-Ready Controller Systems

The Conceptual 'Modulus' Modular Gaming Controller is Advanced

The conceptual 'Modulus' modular gaming controller has been designed by Min Chang KIM as a piece of equipment imagined for the near-future to be used within the Metaverse. The controller would work in a number of ways to support users as they participate in gaming or interaction from home with their smart TV unit. The device could accommodate a smartphone to be paired with it or for use on its own to support a range of different needs.

The conceptual 'Modulus' modular gaming controller works with a series of interchangeable control buttons and pads to function effectively with a range of different in-home scenarios. This includes gaming, but could be extended beyond for intuitive navigation in the virtual world.

Metaverse-compatible Gaming Controllers
The rise of the Metaverse presents an opportunity for companies to develop modular gaming controllers like Modulus that can be used in virtual and in-home scenarios.
Interchangeable Control Buttons and Pads
Modular controllers with interchangeable components like Modulus can provide users with versatility and customization when gaming or navigating virtual worlds.
Smarthome Integration in Gaming Equipment
The integration of smartphones and smart TV units with gaming equipment like Modulus allows for seamless interaction between home devices and the virtual world.

Industries Being Reshaped

Gaming Equipment Manufacturing
Manufacturers of gaming equipment can invest in modular and customizable controllers like Modulus to cater to the demands of the Metaverse.
Smarthome Technology
The adoption of gaming controllers that integrate with smarthome technology presents opportunities for smarthome companies to expand their product lines.
Virtual Reality and Augmented Reality
As the Metaverse grows, the demand for VR and AR technology will increase, providing opportunities for companies to innovate and expand in this industry.
SCORE
5.6 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 80%
Activity 76%
Freshness 13%

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