Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Game controller
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Variants == [[Input device]]s that have been classified as game controllers include [[Computer keyboard|keyboards]], [[Computer mouse|mouses]], [[gamepad]]s, and [[joystick]]s. Special purpose devices, such as [[steering wheel]]s for [[Racing video game|driving games]] and light guns for [[Shooter game|shooting games]], are also game controllers. Some controllers are designed to be best for one type of game, such as steering wheels for [[Racing video game|driving games]], or [[dance pad]]s for dancing games. === Gamepad === {{Main article|Gamepad}} [[File:Nintendo-Switch-Pro-Controller-FL.jpg|220px|thumb|right|A [[Nintendo Switch Pro Controller]], a typical modern two-stick gamepad]] A [[gamepad]], also known as a joypad, is held in both hands with thumbs and fingers used to provide input. Gamepads can have a number of [[Gamepad|action button]]s combined with one or more omnidirectional control sticks or buttons. Action buttons are generally handled with the digits on the right hand, and the directional input handled with the left. Gamepads are the primary means of input on most modern [[video game console]]s. Due to the ease of use and user-friendly nature of gamepads, they have spread from their origin on traditional consoles to [[personal computer]]s, where a variety of games and emulators support their input as a replacement for [[Computer keyboard|keyboard]] and [[Mouse (computing)|mouse]] input.<ref name="PCGamepad">{{Cite web |last=Miller |first=Patrick |date=26 January 2010 |title=How to Use Your Console Gamepad with Your PC |url=http://www.pcworld.com/article/187658/how_to_use_your_console_gamepad_with_your_PC.html |url-status=live |archive-url=https://web.archive.org/web/20210307032755/https://www.pcworld.com/article/187658/how_to_use_your_console_gamepad_with_your_PC.html |archive-date=7 March 2021 |access-date=March 28, 2013}}</ref> Most modern game controllers are a variation of a standard gamepad. Common additions include shoulder buttons placed along the edges of the pad, centrally placed buttons labeled ''start'', ''select'', and ''mode'', and an internal motor to provide [[Haptic technology|haptic feedback]]. As modern game controllers advance, so too do their user ability qualities. Typically, the controllers become smaller and more compact to more easily, and comfortably, fit within the user's hand. Modern examples can be drawn from systems such as the first Xbox console, whose controller has changed in a variety of ways from the original [[Xbox 360 controller]] to the Xbox One controller introduced in 2013. === Paddle === {{Main article|Paddle (game controller)}} [[File:Atari-2600-Paddle-Controller-FR.jpg|thumb|Paddle controllers were popular early in the 2nd console generation for Pong games.]] A [[paddle (game controller)|paddle]] is a controller that features a round wheel and one or more fire buttons. The wheel is typically used to control movement of the player or of an object along one axis of the video screen. As the user turns the wheel further from the default position, the speed of control in the game become more intensive. Paddle controllers were the first analog controllers and they lost popularity when "paddle and ball" type games fell out of favor. A variation, the Atari driving controller, appeared on the [[Atari 2600]]. Designed specifically for the game ''[[Indy 500 (1977 video game)|Indy 500]]'', it functioned almost identically in operation and design to the regular paddle controller. The exceptions were that its wheel could be continuously rotated in either direction, and that it was missing the extra paddle included on the previous model. Unlike a spinner, friction prevented the wheel from gaining momentum. === Joystick === {{Main article|Joystick}} [[File:PlayStation-Analog-Joystick.jpg|thumb|A dual-joystick controller for the original [[PlayStation (console)|PlayStation]]]] [[File:Sega-Dreamcast-Arcade-Stick.jpg|thumb|An [[Arcade controller|arcade style controller]] for the Sega [[Dreamcast]]]] A [[joystick]] is a [[peripheral]] that consists of a handheld stick that can be tilted around either of two axes and (sometimes) twisted around a third. The joystick is often used for [[flight simulator]]s. [[HOTAS]] (hands on throttle and stick) controllers, composed of a joystick and throttle quadrant (see below) are a popular combination for flight simulation among its most fanatic devotees. Most joysticks are designed to be operated with the user's primary hand (e.g. with the right hand of a right-handed person), with the base either held in the opposite hand or mounted on a desk. [[Arcade controller]]s are typically joysticks featuring a shaft that has a ball or drop-shaped handle, and one or more buttons for in game actions. Generally the layout has the joystick on the left, and the buttons on the right, although there are instances when this is reversed. === Trackball === {{Main article|Trackball}} A [[trackball]] is a smooth sphere that is manipulated with the palm of one's hand. The user can roll the ball in any direction to control the cursor. It has the advantage that it can be faster than a mouse depending on the speed of rotation of the physical ball. Another advantage is that it requires less space than a [[Computer mouse|mouse]], which the trackball was a precursor of. Notable uses of a Trackball as a gaming controller would be games such as ''[[Centipede (video game)|Centipede]]'', ''[[Marble Madness]]'', ''[[Golden Tee Golf]]'' and ''[[SegaSonic the Hedgehog]]''. === Throttle quadrant === A throttle quadrant is a set of one or more [[Thrust lever|throttle levers]] that are most often used to simulate throttles or other similar controls in a real vehicle, particularly an aircraft. Throttle quadrants are most popular in conjunction with joysticks or [[Yoke (aeronautics)|yoke]]s used in flight simulation. === Steering wheel === {{Main article|Racing wheel}} [[File:Logitech-Driving-Force-PS3.jpg|thumb|A [[Logitech]] steering wheel for the [[PlayStation 2]]]] A [[racing wheel]], essentially a larger version of a paddle, is used in most [[racing video game|racing]] [[arcade game]]s as well as more recent [[Sim racing|racing simulators]] such as ''[[Live for Speed]]'', ''[[Grand Prix Legends]]'', ''[[GTR 2 – FIA GT Racing Game|GTR2]]'', and ''[[Richard Burns Rally]]''. While most [[Arcade racer|arcade racing]] games have been using steering wheels since ''[[Gran Trak 10]]'' in 1974,<ref name="Kohler-16">{{Citation |last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |page=16 |year=2005 |url=https://books.google.com/books?id=auMTAQAAIAAJ |access-date=2011-03-27 |archive-url=https://web.archive.org/web/20230221162722/https://books.google.com/books?id=auMTAQAAIAAJ |archive-date=2023-02-21 |url-status=live |publisher=[[BradyGames]] |isbn=0-7440-0424-1 |via=[[Google Books]]}}</ref> steering wheels for home systems appeared on [[History of video game consoles (fifth generation)|fifth-generation consoles]] such as the [[PlayStation (console)|PlayStation]] and [[Nintendo 64]]. Many are [[Haptic technology|force feedback]] (see [[Haptic technology|Force Feedback Wheel]]), designed to give the same feedback as would be experienced when driving a real car, but the realism of this depends on the game. They usually come with pedals to control the gas and brake. Shifting is taken care of in various ways including paddle shifting systems, simple stick shifters which are moved forward or back to change gears or more complex shifters which mimic those of real vehicles, which may also use a clutch. Some wheels turn only 200 to 270 degrees [[lock-to-lock]] but higher-tier models can turn 900 degrees, or 2.5 turns, lock-to-lock, or more. The [[Namco]] [[Jogcon]] paddle was available for the PlayStation game ''[[R4: Ridge Racer Type 4]]''. Unlike "real" video game steering wheels, the Jogcon was designed to fit in the player's hand. Its much smaller wheel (diameter roughly similar to a [[aluminum can|soda can]]'s) resembles the jog-and-shuttle control wheel used on some [[Videocassette recorder|VCR]]s. The [[Wii]] game ''[[Mario Kart Wii]]'' is bundled with the [[Wii Wheel]]: a steering wheel-shaped shell that the [[Wii Remote]] is placed inside thus using the Wii Remote's motion sensing capabilities to control the [[Go-kart|kart]] during the game. Hori also has a steering wheel that is made for the [[Nintendo 3DS]] game ''[[Mario Kart 7]]''. When the steering wheel is placed on the back of the console, then it will have the same ability as in ''Mario Kart Wii'' by using the [[gyroscope]] in [[First-person (video games)|first-person]] mode. === Yoke === A [[Yoke (aeronautics)|yoke]] is very similar to a steering wheel except that it resembles the control yoke found on many aircraft and has two axes of movement: not only rotational movement about the shaft of the yoke, but also a forward-and-backward axis equivalent to that of pitch control on the yoke of an aircraft. Some yokes have additional controls attached directly to the yoke for simulation of aircraft functions such as radio push-to-talk buttons. Some flight simulator sets that include yokes also come with various other aircraft controls such as throttle quadrants and pedals.<ref>{{Cite web |title=Logitech G Flight Simulator Yoke System with Throttle Quadrant |url=https://www.logitechg.com/en-roeu/products/flight/flight-simulator-yoke-system.html |url-status=live |archive-url=https://web.archive.org/web/20190920161251/https://www.logitechg.com/en-roeu/products/flight/flight-simulator-yoke-system.html |archive-date=2019-09-20 |access-date=2019-09-20 |website=Logitechg.com |language=en}}</ref> These sets, including the yoke, are intended to be used in a [[flight simulator]]. === Pedals === {{main|Simulator pedal}} [[File:LDFGT.JPG|thumb|A [[Logitech Driving Force GT]] combo of a sim steering wheel and pedals (2011)]] Pedals may be used for driving simulations or flight simulations and often ships with a steering-wheel-type input device.<ref>{{Cite book |last=Shelly |first=Gary |url=https://archive.org/details/discoveringcompu00gary_860 |title=Discovering Computers: Fundamentals |last2=Vermaat |first2=Misty |publisher=Course Technology Cengage Learning |year=2008 |isbn=9781423927020 |location=Boston, MA |pages=[https://archive.org/details/discoveringcompu00gary_860/page/n196 172] |url-access=limited}}</ref> In the former case, an asymmetric set of pedals can simulate accelerator, brake, and clutch pedals in a real automobile. In the latter case, a symmetric set of pedals simulates rudder controls and toe brakes in an aircraft. As mentioned, most steering wheel controllers come with a set of pedals. There are also variations of the pedal controller such as the proposed rotating pedal device for a cycling game, which relies on an ergometer to generate user inputs such as pedal rpm and pedal resistance.<ref>{{Cite book |last=Chorianopoulos |first=Konstantinos |title=Discovering Computers: Fundamentals |last2=Divitini |first2=Monica |last3=Hauge |first3=Jannicke |last4=Jaccheri |first4=Letizia |last5=Malaka |first5=Rainer |publisher=Springer |year=2015 |isbn=9783319245881 |location=Heidelberg |pages=158}}</ref> A variation of this concept surfaced in 2016 when a startup called VirZoom debuted a set of sensors that can be installed in the pedal and handlebars, turning a physical bike into one controller for games on the [[HTC Vive]] and [[Oculus Rift]] [[Virtual reality|virtual reality (VR)]] platforms.<ref>{{Cite news |last=Michaels |first=Philip |date=2016-04-28 |title=This Bike Lets You Pedal Through Virtual Reality |url=https://www.tomsguide.com/us/virzoom-vr-game-controller,news-22601.html |url-status=live |archive-url=https://web.archive.org/web/20180821093742/https://www.tomsguide.com/us/virzoom-vr-game-controller,news-22601.html |archive-date=2018-08-21 |access-date=2018-08-21 |work=Tom's Guide |language=en}}</ref> The same concept is behind a product called Cyber ExerCycle,<ref>{{Cite web |last=Ltd. |first=Universal Timer |title=Cyber ExerCycle: Interactive Exercise Bike Kit |url=http://www.cyberbiking.com/ |url-status=live |archive-url=https://web.archive.org/web/20210228210358/http://cyberbiking.com/ |archive-date=2021-02-28 |access-date=2018-08-21 |website=CyberBiking.com}}</ref> which is a set of sensors attached to the pedal and connected to the PC via [[USB]] for bicycle simulation games such as NetAthlon and [[Fuel (video game)|Fuel]]. [[File:W-A-S-D.jpg|thumb|The [[Arrow keys#WASD keys|WASD]] keyboard setup is used widely, but by no means universally.]] === Mouse and keyboard === A [[mouse (computing)|mouse]] and [[computer keyboard]] are typical [[input device]]s for a [[personal computer]] and are currently the main game controllers for [[Video game|computer game]]s. The mouse is often used with a [[mousepad]] to achieve greater speed, comfort, accuracy and smoother movement for the gamer. Some video game consoles also have the ability to function with a keyboard and a mouse. The computer keyboard is modelled after the [[typewriter keyboard]] and was designed for the input of written text. A mouse is a handheld [[pointing device]] used in addition to the keyboard. For games, the keyboard typically controls movement of the character while the mouse is used to control the game camera or used for aiming. While originally designed for general computer input, there are several keyboard and mouse peripherals available which are designed specifically for gaming, often with gaming-specific functions built-in. Examples include peripherals by [[Razer USA|Razer]], the "Zboard" range of keyboards and [[Logitech]]'s 'G' series. The numeric [[Keyboard technology|keypad]] found on the keyboard is also used as a game controller and can be found on a number of separate devices, most notably early consoles, usually attached to a joystick or a paddle. The keypad is a small grid of keys with at least the digits 0–9. A [[Gaming keypad]] is a specialized controller used for [[first-person shooter|FPSs]], [[Real-time strategy|RTSs]] and some arcade type games. These controllers can be programmed to allow the emulation of keys, and macros in some cases. These generally resemble a small part of a keyboard but may also feature other inputs such as [[analog stick]]s. They were developed because some of these games require a keyboard to play, and some players find this to be awkward for such a task. The mouse and keyboard input is also known by the abbreviation "MnK".<ref>{{Cite web |last=Lemay |first=Ryan |date=February 7, 2024 |title=MW3 and Warzone Finally Improves Precision and Responsiveness of Aiming While Using a Mouse |url=https://dotesports.com/call-of-duty/news/mw3-and-warzone-finally-improves-precision-and-responsiveness-of-aiming-while-using-a-mouse |access-date=May 15, 2024 |website=[[Dot Esports]]}}</ref> === Touchscreen === [[File:Nintendo-DS-Lite-w-stylus.png|thumb|240px|Nintendo DS touchscreen (bottom) with [[stylus]]]]A [[touchscreen]] is an input device that allows the user to interact with the computer by touching the display screen. The first attempt at a [[handheld game console]] with touchscreen controls was Sega's intended successor to the [[Game Gear]], though the device was ultimately shelved and never released due to the high cost of touchscreen technology in the early 1990s.<ref>{{Cite web |last=Fahs |first=Travis |date=April 21, 2009 |title=IGN Presents the History of SEGA |url=http://retro.ign.com/articles/974/974695p7.html |url-status=live |archive-url=https://web.archive.org/web/20120204000434/http://retro.ign.com/articles/974/974695p7.html |archive-date=2012-02-04 |access-date=2011-04-27 |website=IGN |page=7}}</ref> The first released console to use a touchscreen was the [[Tiger Electronics|Tiger]] [[game.com]] in 1997. Nintendo popularized it for use in video games with the [[Nintendo DS]] and [[Nintendo 3DS]]; other systems including the [[Tapwave Zodiac]] as well as [[Smartphone]]s and the vast majority of [[Personal digital assistant|PDAs]] have also included this feature. The primary controller for Nintendo's [[Wii U]] console, the [[Wii U GamePad]], features an embedded touchscreen. Modern touch screens use a thin, durable, transparent plastic sheet overlaid onto a glass screen. The location of a touch is calculated from the [[capacitance]] for the X and Y [[Coordinate system|axes]], which varies based upon where the sheet is touched. One console that is touchscreen developed by Sony is the [[PlayStation Vita]] which has a 5-inch OLED touchscreen. The [[Nintendo Switch]] features a 6.2 inch touchscreen. === Motion sensing === [[File:Wii Remote Image.jpg|thumb|[[Wii Remote]]]] [[Motion controller]]s include the [[Sega Activator]], released in 1993 for the [[Sega Genesis|Mega Drive]] (Genesis). Based on the Light Harp invented by Assaf Gurner,<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=YoxsnCiX05k |title=Light Harp at CES 1993 |publisher=[[YouTube]] |access-date=2010-07-06 |archive-url=https://ghostarchive.org/varchive/youtube/20211211/YoxsnCiX05k |archive-date=2021-12-11 |url-status=live}}{{cbignore}}</ref> it could read the player's physical movements and was the first controller to allow full-body motion sensing. However, it was a commercial failure due to its "unwieldiness and inaccuracy".<ref name="Activator">{{Cite web |last=Horowitz |first=Ken |date=2004-08-03 |title=Top 10 Tuesday: Worst Game Controllers |url=http://www.sega-16.com/feature_page.php?id=85&title=Genesis%20Accessory%20&%20Peripheral%20Guide |url-status=dead |archive-url=https://web.archive.org/web/20100206204922/http://www.sega-16.com/feature_page.php?id=85&title=Genesis%20Accessory%20&%20Peripheral%20Guide |archive-date=2010-02-06 |access-date=2010-12-04 |website=Sega-16}}</ref> Nintendo's [[Wii]] system released in 2006 utilizes the [[Wii Remote]] controller, which uses [[accelerometer]]s to detect its approximate orientation and acceleration and an image sensor,<ref name="Nintendo and PixArt">{{Cite web |last=Castaneda |first=Karl |date=2006-05-13 |title=Nintendo and PixArt Team Up |url=http://www.nintendoworldreport.com/news/11557 |url-status=live |archive-url=https://web.archive.org/web/20131206010928/http://www.nintendoworldreport.com/news/11557 |archive-date=2013-12-06 |access-date=2007-02-24 |publisher=Nintendo World Report}}</ref> so it can be used as a pointing device. The [[Sixaxis]], [[DualShock 3]], and [[PlayStation Move]] controllers for Sony's [[PlayStation 3]] system have similar motion sensing capabilities. In 2010, Microsoft released the [[Kinect]] for the [[Xbox 360]]. This motion sensing controller uses cameras to track a player’s movement. Microsoft released a revised version of the Kinect with the launch of the [[Xbox One]]. This controller was bundled with the console on launch, and was removed from the default bundle in June 2014. Sony's [[EyeToy]] similarly uses cameras to detect the player's motions and translate them into inputs for the game. Controllers with gyroscopes may be used to create a pointer without a camera; for example the [[Joy-Con]] and [[Nintendo Switch Pro Controller]] are used for this in games such as ports of [[World of Goo]] and [[Super Mario Galaxy]] from the Wii.<ref name="world-of-goo-joy-con">{{Cite web |last=Kuchera |first=Ben |date=March 16, 2017 |title=Nintendo Switch's World of Goo Shows Off System's Wii-Style Pointer Controls |url=https://www.polygon.com/2017/3/16/14947750/nintendo-switch-world-of-goo-controls-wii |url-status=live |archive-url=https://web.archive.org/web/20210308025907/https://www.polygon.com/2017/3/16/14947750/nintendo-switch-world-of-goo-controls-wii |archive-date=March 8, 2021 |access-date=May 11, 2021 |website=[[Polygon (website)|Polygon]]}}</ref><ref name="mario-joy-con">{{Cite web |last=Richtmyer |first=Steven |date=September 26, 2020 |title=Mario Galaxy Is Proof Skyward Sword Won't Work Well on Switch |url=https://screenrant.com/mario-galaxy-switch-motion-controls-bad-skyward-sword/ |url-status=live |archive-url=https://web.archive.org/web/20210513141023/https://screenrant.com/mario-galaxy-switch-motion-controls-bad-skyward-sword/ |archive-date=May 13, 2021 |access-date=May 11, 2021 |website=[[Screen Rant]]}}</ref> === Adaptive controllers === An adaptive controller is collections of various input methods that can be combined in multiple ways to create a controller that works for the user. The adaptive controller was designed for people with physical disabilities that would prevent them from using a gamepad or mouse and keyboard. An example would be PlayStation's access controller which allows for a large joystick, eight buttons on a circular pad, and four ports to plug in additional buttons or accessories.<ref>{{Cite web |title=Access Controller {{!}} A Customizable, Adaptive Controller Kit for PS5 |url=https://www.playstation.com/en-us/accessories/access-controller/ |url-status=live |archive-url=https://web.archive.org/web/20240420134154/https://www.playstation.com/en-us/accessories/access-controller/ |archive-date=2024-04-20 |access-date=2024-04-20 |website=PlayStation |language=en-US}}</ref> Xbox and Logitech have collaborated to make an adaptive controller with two large touch pads, a D-pad, three buttons, and 16 ports to plug in additional accessories. These accessories can include joysticks, pedals, triggers and buttons.<ref>{{Cite web |title=Logitech G Adaptive Gaming Kit for the Xbox Adaptive Controller |url=https://www.logitechg.com/en-us/products/gamepads/adaptive-gaming-kit-accessories.html |url-status=live |archive-url=https://web.archive.org/web/20240420203252/https://www.logitechg.com/en-us/products/gamepads/adaptive-gaming-kit-accessories.html |archive-date=2024-04-20 |access-date=2024-04-20 |website=Logitechg.com |language=en-US}}</ref> === Light gun === {{Main article|Light gun}} [[File:Nintendo-Entertainment-System-NES-Zapper-Orange-L.jpg|thumb|NES Zapper]] A [[light gun]] is a peripheral used to "shoot" targets on a screen. They usually roughly resemble firearms or ray guns. Their use is normally limited to [[rail shooter]]s, or [[Shooter game#Shooting gallery|shooting gallery]] games like [[Duck Hunt]] and those which came with the ''[[Shooting Gallery (game accessory)|Shooting Gallery]]'' light gun. A rare example of a non-rail first person shooter game is [[Taito]]'s 1992 [[video game]] ''Gun Buster'', a [[first-person shooter]] that used a [[joystick]] to move and a light gun to [[Free look|aim]].<ref>{{KLOV game|8036|Gun Buster}}</ref> Though light guns have been used in earlier [[arcade game]]s such as [[Sega]]'s ''[[Sega Periscope|Periscope]]'' in 1966<ref>Ashcraft, Brian (2008), ''Arcade Mania! The Turbo Charged World of Japan's Game Centers'', p. 133, Kodansha International</ref> and ''Missile'' in 1969,<ref>{{KLOV game|10600|Missile}}</ref> the first home console light gun was released for the [[Magnavox Odyssey]] in 1972; later on, [[Nintendo]] would include one standard on their Famicom and [[Nintendo Entertainment System|NES]], called the [[NES Zapper]]. Nintendo has also released a "shell" in the style of a light gun for the more recent [[Wii Remote]] called the [[Wii Zapper]] which comes bundled with the game ''[[Link's Crossbow Training]]''. === Rhythm game controllers === [[File:Guitar Hero series controllers.jpg|thumb|Guitar controllers]] [[Rhythm game accessories]] used for [[rhythm games]] can resemble musical instruments, such as [[guitar]]s (from multi-button guitars in ''[[Guitar Freaks]]'', the ''[[Guitar Hero]]'' series, and the ''[[Rock Band]]'' series to real guitars in ''[[Rock Band 3]]'' and ''[[Rocksmith]]''), [[Keyboard instrument|keyboard]]s (''Rock Band 3''), [[drum]]s (''[[Donkey Konga]]'', ''[[Drum Mania]]'', the ''Rock Band'' series and the ''Guitar Hero'' series), or [[maraca]]s (''[[Samba de Amigo]]'') have also seen some success in arcades and home consoles. Other rhythm games are based around the art of Djing or [[turntablism]] (''[[DJ Hero]]''), or playing a [[synthesizer]] (''[[IIDX]]'') using a [[Turntablism|turntable]] shaped peripheral with buttons. === Wireless === [[Wireless]] versions of many popular controller types (joypads, mice, keyboards) exist, and wireless motion controls are an emerging class for virtual reality. === Others === * [[Balance board]]: The [[Wii Balance Board]] comes with the game ''[[Wii Fit]]''. This was preceded by decades by the ''[[Joyboard]]'', made to plug into an Atari 2600, to play skiing and surfing games. * Breathing controllers help their users improve breathing through video games. All controllers have sensors that sense users breath, with which user controls video game on computer, tablet or on smartphone. Alvio is a breathing trainer, symptom tracker and mobile game controller.<ref name="Crain's">{{Cite web |last=Field |first=Anne |date=2014-04-21 |title=Gadget Gurus Proliferate in NY's Tech Scene |url=http://www.crainsnewyork.com/article/20141021/SMALLBIZ/310199994/gadget-gurus-proliferate-in-nys-tech-scene |url-status=live |archive-url=https://web.archive.org/web/20170328170850/http://www.crainsnewyork.com/article/20141021/SMALLBIZ/310199994/gadget-gurus-proliferate-in-nys-tech-scene |archive-date=2017-03-28 |access-date=2015-05-21 |website=Crain's New York Business}}</ref> Zenytime promotes deep, rhythmic breathing to trigger short-term rewards of controlled breathing (relaxation, improved oxygenation...).<ref name="Gizmag">{{Cite web |last=Roberts |first=Stu |date=2014-09-15 |title=Zenytime Games Are Controlled by Your Breathing to Improve Wellbeing |url=http://www.gizmag.com/zenytime/33802/ |url-status=live |archive-url=https://web.archive.org/web/20150526155503/http://www.gizmag.com/zenytime/33802/ |archive-date=2015-05-26 |access-date=2015-05-21 |website=Gizmag}}</ref> Breathing games by Breathing Labs are based on [[Pursed lip breathing]] and are used on [[iPhone]] / [[iPad]], [[Windows]], [[macOS]] and [[Android (operating system)|Android]] devices.<ref name="MEi">{{Cite web |last=Mikuš |first=Nace |last2=Leskovšek |first2=Matevž |date=2012-06-22 |title=Breathing Through Pursed Lips Aids in Reducing Stress Anxiety |url=http://www.univie.ac.at/meicogsci/php/ocs/index.php/meicog/meicog2012/paper/view/366 |url-status=live |archive-url=https://web.archive.org/web/20150526153924/http://www.univie.ac.at/meicogsci/php/ocs/index.php/meicog/meicog2012/paper/view/366 |archive-date=2015-05-26 |access-date=2015-05-21 |website=MEi}}</ref> * Buzzers: A recent example of specialized, while very simple, game controllers, is the four large "buzzers" (round buttons) supplied with the PlayStation 2 and PlayStation 3 [[Game show|quiz show]] game series ''[[Buzz!]]'' (2005–present); both game and controllers clearly being inspired by the television show genre. Another example is the "Big Button Pad" supplied with the Xbox 360 [[Game show|quiz show]] games ''[[Scene It? Lights, Camera, Action]]'' and ''[[Scene It? Box Office Smash]]'' (2007–2008). * [[Dance pad]]s, essentially a grid of flat pressure-sensitive gamepad buttons set on a mat meant to be stepped on, have seen niche success with the popularity of rhythm games like ''[[Dance Dance Revolution]]'' and ''[[Pump It Up (video game)|Pump It Up]]''. The dance pad was first introduced by Bandai on the Famicom in 1986 as a part of their "Family Fun Fitness" set, then Exus released the "Foot Craz" pad for the Atari 2600 in 1987. Nintendo purchased the technology from Bandai in 1988 and used it on their "Power Pad", for the Famicom and NES. * Exoskeleton controllers use exoskeleton technology to provide the player with different responses based on the player's body position, speed of movement, and other sensed data. In addition to audio and visual responses, an exoskeleton controller may provide a controlled resistance to movement and other stimuli to provide realism to the action. This not only lets players feel as if they are actually performing the function, but also helps reinforce the correct muscle pattern for the activity being simulated. The Forcetek XIO is an example of an exoskeleton video game controller. * [[Fishing rod]]: the first fishing rod controller appeared as an accessory for the [[Dreamcast]] video console for playing ''[[Sega Marine Fishing]]''. Later other games for PlayStation console use also a similar controllers. * [[Fog display|Floating Interactive Display]]: at least two commercial systems ([[Heliodisplay]] and [http://fogscreen.com/ FogScreen]) offer interactive "floating interfaces" which display an image projected in mid-air but can be interacted with by finger similar to a touch screen. * [[Flight instruments|Instrument panels]] are simulated aircraft instrument panels, either generic or specific to a real aircraft, that are used in place of the keyboard to send commands to a flight simulation program. Some of these are far more expensive than all the rest of a computer system combined. The panels usually only simulate switches, buttons, and controls, rather than output instrument displays. * Train controls: Other instrument panel like hardware such as train controls have been produced. The "[[RailDriver]]"<ref>{{Cite web |title=RailDriver – Desktop Train Cab Controller |url=http://www.raildriver.com/products/raildriver.php |url-status=live |archive-url=https://web.archive.org/web/20090205040544/http://raildriver.com/products/raildriver.php |archive-date=2009-02-05 |access-date=2009-01-24 |website=RailDriver.com}}</ref> for example is designed to work with ''[[Trainz]]'', ''[[Microsoft Train Simulator]]'' and ''[[Rail Simulator|Kuju Rail Simulator]]''. (as of January 2009) it is limited in ease of use by the lack of a Windows API for some of the software it is designed to work with. A train controller for a [[Taito]] bullet train sim has also been made for the [[Wii]] console.<ref>{{Cite web |title=Wii Train Sim Controller – Bullet Train Controller Wii: GamerSquad Discusses the Bullet Train Controller for Nintendo Wii |url=http://www.gamersquad.com/category/Nintendo-Wii/Wii-train-sim-controller-is-sweeeet/ |archive-url=https://web.archive.org/web/20071219000000/http://www.gamersquad.com/category/Nintendo-Wii/Wii-train-sim-controller-is-sweeeet/ |archive-date=2007-12-19 |access-date=2009-01-24 |website=GamerSquad.com}}</ref> * Mechanical motion tracking systems like [[Gametrak]] use cables attached to gloves for tracking position of physical elements in [[three-dimensional space]] in [[wikt:real time|real time]]. The Gametrak mechanism contains a retracting cable reel and a small tubular guide arm from which the cable passes out. The guide arm is articulated in a [[ball joint]] such that the arm and ball follow the angle at which the cable extends from the mechanism. The distance of the tracked element from the mechanism is determined through components which measure the rotation of the spool drum for the retracting cable reel, and calculating how far the cable is extended. * [[Microphone]]: A few games have made successes in using a headset or microphone as a secondary controller, such as ''[[Hey You, Pikachu!]]'', the ''[[Rock Band]]'' series, the [[Guitar Hero|''Guitar Hero'' series]], the ''[[SingStar]]'' series, ''[[Tom Clancy's Endwar]]'', ''[[Lips (video game)|Lips]]'', the ''[[Mario Party]]'' series, and the ''[[SOCOM U.S. Navy SEALs]]'' series. The use of these microphones allowed players to issue commands to the game, controlling teammates (as in ''SOCOM'') and other AI characters (e.g., Pikachu). The [[Nintendo DS]] features a microphone that is built into the system. It has been used for a variety of purposes, including [[speech recognition]] (''[[Nintendogs]]'', ''[[Brain Age: Train Your Brain in Minutes a Day!]]''), chatting online between and during gameplay sessions ([[Pokémon Diamond and Pearl|''Pokémon Diamond'' and ''Pearl'']]), and minigames that require the player to blow or shout into the microphone (''[[Feel the Magic: XY/XX]]'', ''[[WarioWare: Touched!]]'', ''[[Mario Party DS]]''). * [[Brain–computer interface|Mind-controlled]] headset: As of March 24, 2007 a United States/Australian company called [[Emotiv Systems]] began launching a mind-controlled device for [[video game]]s based on [[electroencephalography]]. It was reported by [[The Wall Street Journal]]'s Don Clark on [[MSNBC]].<ref name="MSNBC report">{{Cite web |year=2007 |title=Video Game Mind Control |url=http://video.msn.com/?mkt=en-us&brand=msnbc&tab=m5&rf=&from=00&vid=09e9f856-63f3-40cd-83e6-eb6f2910a31c |access-date=2007-03-25 |publisher=MSNBC}}{{dead link|date=August 2016|bot=medic}}{{cbignore|bot=medic}}</ref> * [[NeGcon]]: is a unique controller for racing games on the PlayStation. Physically it resembles a gamepad, but its left and right halves twist relative to each other, making it a variation of the paddle controller. * [[Optical motion tracking]] systems such as [[TrackIR]] and [[FreeTrack]] use a video camera to track an infrared illuminated or emissive headpiece. Small head movements are tracked and then translated into much larger virtual in-game movements, allowing hands-free view control and improved immersiveness. * [[PCGamerBike]] similar to a pair of pedals removed from an exercise bike, then set down in front of a chair & used to precisely control game characters instead. * Pinball controllers and multi-button consoles for strategy games were released in the past, but their popularity was limited to hardcore fans of the genre. * [[R.O.B.]] (Robotic Operating Buddy) is an accessory for the [[Nintendo Entertainment System]] (NES), which allowed players to interact with NES games by controlling the robot. Known in Japan as the ''Famicom Robot'', this short-lived accessory jumpstarted [[Nintendo]]'s involvement in the western market, though only used for ''[[Stack-Up]]'' and ''[[Gyromite]]''. As a character, R.O.B. appeared in later Nintendo games such as ''[[Mario Kart DS]]'' and ''[[Super Smash Bros. Brawl]]''. * The [[Interactive urinal#Sega Toylet|Sega Toylet]], an [[interactive urinal]], uses [[urine]] as a control method; pressure sensors in the bowl translate the flow of urine into on-screen action.<ref name="Wired">{{Cite magazine |last=Geere, Duncan. |date=6 January 2011 |title='Toylet' Games in Japan's Urinals |url=https://www.wired.com/gamelife/2011/01/sega-urinal-games/ |url-status=live |archive-url=https://web.archive.org/web/20110110042317/http://www.wired.com/gamelife/2011/01/sega-urinal-games/ |archive-date=10 January 2011 |access-date=20 January 2011 |magazine=Wired UK}}</ref> * ''[[Steel Battalion]]'' for the [[Xbox (console)|Xbox]] was bundled with a full dashboard, with 2 joysticks and over 30 buttons, in an attempt to make it feel like an actual mecha simulator. * [[SpaceOrb 360]] was a [[Computer mouse|3D mouse]] for spatial interaction in [[6DOF]] that e.g. could be used with [[Descent (video game)|''Descent'']].
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)