Voice-Controlled Games

PewPew is a Video Game Powered by Your Mouth

PewPew is literally a game in which the way you play is by making the "pew sound" to shoot and "swoosh" sound to maneuver. The game uses Rock Band microphones or Xbox Live headsets to spew the verbal sounds and control the jetpack character on screen.

Two players are needed as one player chooses what specific sounds he will make in to the microphone. You're either a pilot or a gunner, but either way you won't be pushing any buttons. Will the future of gaming be controller-less?

Voice-controlled Gaming
The rise of voice-controlled video games presents opportunities for gaming companies to innovate and create immersive, interactive experiences without the need for controllers or physical buttons.
Multi-player Voice-controlled Gaming
The use of voice-controlled games that require two or more players opens up possibilities for social entertainment and communal gaming experiences that can further revolutionize the gaming industry.
Innovative Sound-based Gaming Experiences
Developing more sound-based gaming experiences can create new and exciting opportunities for players, and push the limits of what gaming can be beyond the typical visual-based interaction.

Where This Applies

Gaming Industry
The rise of voice-controlled gaming presents disruption opportunities for gaming companies to create unique gaming experiences and tap into new markets of consumers.
Technology Industry
As voice-controlled gaming becomes more popular, technology companies can look for opportunities to create new hardware or improve existing microphone and sound recognition technologies to enhance the user experience.
Entertainment Industry
Multi-player voice-controlled gaming can draw in consumers of different age groups and interests, creating opportunities for the entertainment industry to further diversify their offerings and revenue streams.
SCORE
2.5 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 21%
Activity 46%
Freshness 8%

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