Tactile VR Headsets

Millbox Touch is a Virtual Reality Headset Design with Finger Controls

'Millbox Touch' is the name of a Japanese virtual reality headset design that's similar Google Cardboard model. This model is made from folded cardboard and a few other accessories just like Google's device, but what really sets this device apart is a side panel that gives users tactile control.

This side-mounted panel gives users the ability to better navigate virtual environments. Like using a phone, a user it able to use this panel to swipe, scroll or tap to enter commands. At this year's SXSW, the headset was recognized as an Interactive Innovation Award 2016 finalist.

In order to give people more control in virtual reality experiences, input devices like suits, handsets and other peripherals are being created to increase the believability, look and feel of simulated environments.

Virtual Reality Headsets
There is an opportunity to develop more virtual reality headsets that offer additional tactile controls to enhance immersive and believable experiences.
Tactile Control Devices
There is room for innovation in the development of tactile control devices for virtual reality, providing users with an intuitive and natural way of interacting with simulated environments.
Virtual Reality Peripherals
The creation of peripherals such as suits, handsets, and other devices that increase the level of believability in virtual environments represents a burgeoning area of innovation and potential growth.

Who This Affects Most

Virtual Reality
As virtual reality continues to grow in popularity, there is ample opportunity for manufacturers and developers in this industry to create new devices and experiences that enhance immersion and engagement.
Gaming
The gaming industry has already embraced virtual reality as a means of providing players with more immersive and interactive experiences, and the development of new virtual reality peripherals and systems is a key area for growth in the industry.
Consumer Electronics
With virtual reality becoming more mainstream, there is a growing market for consumer electronics companies to develop and market new headsets and peripherals that appeal to a wider range of consumers, both for gaming and non-gaming purposes.
SCORE
3.1 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 47%
Activity 37%
Freshness 8%

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