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PlayStation OneChuk
Eric Harris, Jonathan Gonzalez, Lisa Lee,
Ron Smith, and Shawn Neal
Assignment 2
Full Sail University
Brainstorming Features
Lisa - Speaker
Ron - Programmable Buttons
Eric - Nunchuk Design, Hand Strap
Shawn - Updatable Firmware
Jon - Gyroscope, Trigger/Button Placement, Ambidextrous Toggle, Analog
Clicks
Abstract
There are an estimate 2 million amputees in just the US alone. There
are roughly 185,000 amputations every year (Amputee Coalition,
2015). As the future creators of the fastest grow form of entertainment
we must not only discover how to tap into the mostly untapped market,
we also face an obligation to make our creations accessible to as many
people as possible. The following slides are our attempt and one
possible controller for amputees with the use of one arm.
Introduction
The creation of a single handed controller is a challenging one. Modern
standards for controllers have a number of features, and are generally
designed and require the use of both hands. The following slides are
our attempt to create a one handed controller that means the feature
requirement of a controller with two hands
Design Purpose
The purpose of this controller is to cater to the handicap or players that
wish to play with the freedom of having a free hand.
Inspiration (Eric)
Nunchuk Design:
As named, The nunchuk design is inspired by
the nunchuk for the Wii. It was felt to be the best
form design for a one handed design since it’s
form is already set for one hand.
Hand Strap:
The hand strap was inspired by the hand strap
for the Wii controller. It kept the controller from
flying out of the hand and at the tv while you
were swinging it around.
Inspiration (Jon)
Gyroscope
The idea of the gyroscope for the controller came from the Wii U
gamepad since it also does have a gyroscope installed inside that
allows the player to do things like look around or aim weapons.
Trigger/Button Placement
Looking at the Wii Nunchuk, I wondered why there couldn’t more
buttons on the controller instead of just a joystick, a C Button and the Z
Button. So I imagined what it could look like without the Wii Remote as
the right part of the controller.
Ambidextrous Toggle
I felt that a since the Nunchuck design could be used by either hand
that a toggle for which hand to use would be great addition. This idea
came from the fact that you can use a mouse with either hand.
Analog Clicks
The analog clicks came from the use of controllers like the Xbox/PS
controllers and the fact that they have analog sticks that the player can
click down for an extra pair of buttons.
Inspiration (Lisa)
Speaker Design:
The Speaker Design is inspired by speakers that are on the PlayStation 4 Controller. This feature
seemed to be a unique and neat feature to have on a one handed controller. This feature can make
the players feel like they are closer to the action when playing some games. The speakers will play
sound effects and you can also hear character’s voices through the speaker.
Inspiration (Ron)
The idea of programmable buttons came about
from playing emulators on a smartphone.
Games would display a joystick and several
buttons on the screen but sometimes those
buttons may be too large or blocking areas of
the screen you would like to see. Also it seemed
like a good idea to be able to reverse the layout
of the controls because holding your
smartphone on one side may be uncomfortable
due to the charger being plugged in on the side.
As for how this could apply to the nunchuk
concept, I believe players may prefer to use
their left hand or their right, depending on which
hand they feel more comfortable using.
Inspiration (Shawn)
One of my favorite features of the Xbox One is the
constant updates. Microsoft has done a great job
bringing monthly (or in the case of Update Preview
Program members like myself, weekly or sometimes
several a week) updates that bring improvements to the
console. Among these have been a couple of different
updates to the controller firmware. One of these
improved connectivity, latency, another improved startup
and connectivity time. With the regular updates to the
console itself I expect more improvements to the
controller itself. Xbox wasn’t the first ones to do this, I
know Razer keyboards and mice update occasionally
and I would assume other controllers and peripherals do
as well. But the Xbox One was my first exposure to such
an idea.
Design Method
● The design of the controller imitates the Nintendo
Wii Nunchuk. A simple compact design for
players to easily access all functions with one
hand including camera movement.
● The strap is attachable and detachable for player
comfort and security.
● Controller button schemes can be altered in
game.
● Firmware updates are offered to make your
controller compatible with the latest console
updates.
● Gyroscope provides accurate motion tracking in
the X,Y, and Z axis for precise control.
● Symmetrical design, allows ambidextrous control
use.
Schematic Diagrams
Schematic Diagrams
Schematic Diagrams
Schematic Diagrams
Design Assumptions (Eric)
Nunchuk Design:
The Nunchuk Design is assumed to make it easier to access to the buttons and
lower the complexity of the controller’s handling. It’s design is built for one hand
already and felt allowed for simplicity in the scenario.
Hand Strap:
The Hand strap would make it easier to hold. It would also keep the
player from accidentally pressing button because of having to apply
pressure to keep the controller in hand. This way the player can relax
the hand and the controller will remain in place.
Design Assumptions (Jon)
Gyroscope
The gyroscope is part of the controller and sensors like it inside the controller can track the X, Y, and Z axis (Grubb, 2012). The
gyroscope will allow players to make very precise movements with the controller usually for the camera. Something like this
would work incredibly well for First Person Shooters or games with motion controls.
Trigger/Button Placement
Since we are using a Nunchuck design I felt that with the Trigger/Button placements that we are using for the controller the
player would be able to play a very large library of games. With the addition of the hand strap, the player wouldn’t have to worry
about losing grip of the controller.
Ambidextrous Toggle
Due to the fact that the controller has bilateral symmetry is important to have a toggle of some sort to use the controller one
handed without any accidental input of the used portion of the controller. Since the controller has more buttons and the same
layout on both sides of the controller, the toggle switch is necessary to deactivate the side of the controller the player is not
using.
Analog Clicks
Just like normal controllers, it’s important to have almost all of the necessary input in order to play most games. With the analog
stick on the controller that represents the Left Analog Stick the player can, if they are playing an FPS, click on the analog stick
to sprint just like in a regular controller. Since there is no physical Right Analog Stick, the button itself is placed on the controller
so that it can be used when playing games that have that input being used.
Design Assumptions (Lisa)
Speaker Design:
The neat thing about the speaker design on the controller is that the player can
hear character voices and sound effects through the speaker. The speakers will
give the player a feel of being more into the action that is happening on the
game. This feature can be compatible with other game consoles that would
utilize the speaker design feature.
Design Assumptions (Ron)
Programmable Buttons:
The beauty of programmable buttons is the simple fact players may pick and
choose which buttons they want to use for a specific action in game. Games
that require the player to consistently jump may be programmed by the user to
activate a particular button they feel comfortable hitting consistently. This
feature would be beneficial for all games that are compatible with the concept
controller.
Design Assumptions (Shawn)
Firmware Updates:
Being able to update the firmware of the controller opens up a number of areas
that could improve the controller over the course of it’s life, which in turn
lengthens the lifespan of the controller. No software is perfect, so allowing the
manufacturer the option to continue developing the software after release of the
console allows the controller to be manufactured and released faster, as well
as allow the manufacturer to improve various features of the controller.
Game #1
Dragon Age Inquisition is a game that could be played with our controller.
Almost all of the game’s gameplay feature are executable. The player can
control the camera, using the controller’s built in gyroscope and the Analog
stick to move. The player the can use one of the side buttons to interact/jump
(X). They can also use the side buttons for the primary and secondary ability
button commands (square, triangle, and circle). They have the R1, for 4th
primary and secondary abilities, and L1, for the radial menu, buttons. The pinky
button or R3 can be used to lock on to their targets. The player also has R2,
basic attacking, and L2, for casting secondary abilities, to utilize. (Bioware,
Page 6)
Game #2
The second game our controller can be used for is The Last of Us. Most of the
game control scheme is met by our controller. Like with the first game the
player can use the gyroscope to move the camera and they can use the analog
stick to move. They can use R2 to shoot and L2 to aim. the side buttons can be
used for the X, Square, Triangle, and Circle button commands. The pinky
button, R3, can be used for flashlight. L1 and R1 can be used for shoulder
swapping when aiming. L1 can also be used for sprinting while R2 can also be
used for the game Listen mode. The directional pad can be used for swapping
weapons.
Game #3
The third game that can be played is FIFA 15. Although FIFA includes some
complex button combinations the basic and core essentials can be met with our
controller. Gyroscope actually can go unused in this as the camera is locked,
but it could be used as a way to set up for free kicks. The analog stick can be
used to move the player. The side buttons can be used for various actions
passing, lobbing the ball, through ball, shooting, tackling, containing, or pushing
and pulling. These would be the X, Square, Triangle, and Circle button
commands, which vary depending on whether the player is defending or
attacking. The player can use the R2 to sprint and the L2 jockey the ball or
slowdown. The D-pad could be used to switch up tactics.
Prototype
Prototype cont.
Playtesting Session
Test Notes:
● The controller buttons are awkwardly placed for big hands. May need to expand the size of the control.
● The sound from the speaker resonates in the palm of your hand during gameplay. Gives off a weird vibrating
feel. However did enjoy the additional sound effects.
● For those unable to use two hands, found it very difficult to plug in and unplug the USB sync/charge cable.
● Stumbled over the triggers and hit the wrong buttons at various times due to the button placement or being too
close to one another. The control demands patience for new users.
● The wrist strap was very beneficial due to the high possibility of dropping the control when trying to hit those hard
to reach buttons.
● The strap is not strong enough to withhold violent motions. It can hinder hand movement on the controller if too
tight.
● Thank goodness for the customizable button mapping. I would need surgery if I had to constantly use my pinky
finger for certain games.
Post Mortem
What Went Right…
We were able to find
supplies to create a
prototype for our design
controller. We also were
able to pick out key
design features and
brainstorm and put them
together to create a
controller designed for
people that only have one
hand.
What Went Wrong…
Our team had to go
through a number a tries
before we found a button
configuration that wasn’t
too far apart but at the
same time wasn’t too
close together. We also
spent about an hour
debating on the hand
strap feature of the
controller.
What did we learn…
We learned a lot about the
thought process that goes
into designing a controller.
We learned that not
everything we want for a
controller is practical either.
That sometimes it may seem
cool in theory but in practice
and functionality it doesn’t
work as much. We also
learned designing a controller
for someone with one hand
to be able to play games
intended for people with both,
is much more complex than
previously thought.
References
Images
One controller ready to update (n.d.) Retrieved on March 15, 2015, from
http://compass.xboxlive.com/assets/f6/e8/f6e8eecc-bac2-4f78-b5f6-558edfc05ffa.png?n=one-controller-ready-to-
update-l.png
Razer Ouroboros Gaming Mouse – Wired / Wireless Mouse for Gaming. (n.d.). Retrieved March 15, 2015, from
http://www.razerzone.com/gaming-mice/razer-ouroboros
Hsu, D. (2013, October 22). The PlayStation 4 controller: What’s new with the analog sticks and D-pad (part 2,
exclusive). Retrieved March 15, 2015, from http://venturebeat.com/2013/10/22/the-playstation-4-controller-whats-new-
with-the-analog-sticks-and-d-pad-part-2-exclusive/
Usher, W. (2015, January 3). How Star Fox Wii U Uses The Gamepad | CINEMABLEND. Retrieved March 15, 2015,
from http://www.cinemablend.com/games/How-Star-Fox-Wii-U-Uses-Gamepad-69258.html
Sullivan, L. (n.d.). PS4 controller details - What we know about the DualShock 4. Retrieved March 13, 2015, from
http://www.gamesradar.com/ps4-controller-details-everything-we-know-about-new-dualshock/
Dualshock 4 Speaker Sound Quality Test - Killzone, Rezogun, Playroom - PS4. (n.d.). Retrieved March 15, 2015, from
https://www.youtube.com/watch?v=9YmIN_9dNYI
References cont.
Images
Nintendo Wii Nunchuk Remote Conroller V2 D1 (n.d.) Retrieved from:
http://www.prepaymania.co.uk/capsta/photo2/nintendo-wii-nunchuck-remote-controller-v2-d1.jpg
Medium wiistraps2 (n.d.) Retrieved from: http://www.remoteforwii.com/images/article/medium_wiistraps2.jpg
Rogers, M. (May 2011) Android's Most Popular Game Emulators Pulled from Market. Retrieved from
http://lifehacker.com/5806889/androids-most-popular-game-emulators-pulled-from-market on 3/15/15.
References (cont.)
Research
Grubb, J. (2012, November 27). Forget the Sixaxis — the Wii U’s GamePad has nine-axis control. Retrieved March 14, 2015, from
http://venturebeat.com/2012/11/27/forget-six-axis-gamepad-nine-axis/
Amputee Coalition (2015). Limb Loss Statistics. Retrieved March 15, 2015, from http://www.amputee-coalition.org/limb-loss-
resource-center/resources-by-topic/limb-loss-statistics/limb-loss-statistics/
Bioware.( 2014, November 18). Dragon Age Inquisition Manual. Retrieved on March 14, 2015, from:
http://d2ro3qwxdn69cl.cloudfront.net/manuals/dragon-age-inquisition-manuals_Sony%20Playstation%204_en.pdf
IGN. (2013). The Last of Us: Controls. Retrieved March 14, 2015 from:
http://www.ign.com/wikis/the-last-of-us/Controls
FIFPlay. (2014, October 1). FIFA 15 Controls - Playstation 4. Retrieved March 14, 2015 from:
http://www.fifplay.com/fifa15-controls-ps4/

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the one-chuk

  • 1. PlayStation OneChuk Eric Harris, Jonathan Gonzalez, Lisa Lee, Ron Smith, and Shawn Neal Assignment 2 Full Sail University
  • 2. Brainstorming Features Lisa - Speaker Ron - Programmable Buttons Eric - Nunchuk Design, Hand Strap Shawn - Updatable Firmware Jon - Gyroscope, Trigger/Button Placement, Ambidextrous Toggle, Analog Clicks
  • 3. Abstract There are an estimate 2 million amputees in just the US alone. There are roughly 185,000 amputations every year (Amputee Coalition, 2015). As the future creators of the fastest grow form of entertainment we must not only discover how to tap into the mostly untapped market, we also face an obligation to make our creations accessible to as many people as possible. The following slides are our attempt and one possible controller for amputees with the use of one arm.
  • 4. Introduction The creation of a single handed controller is a challenging one. Modern standards for controllers have a number of features, and are generally designed and require the use of both hands. The following slides are our attempt to create a one handed controller that means the feature requirement of a controller with two hands Design Purpose The purpose of this controller is to cater to the handicap or players that wish to play with the freedom of having a free hand.
  • 5. Inspiration (Eric) Nunchuk Design: As named, The nunchuk design is inspired by the nunchuk for the Wii. It was felt to be the best form design for a one handed design since it’s form is already set for one hand. Hand Strap: The hand strap was inspired by the hand strap for the Wii controller. It kept the controller from flying out of the hand and at the tv while you were swinging it around.
  • 6. Inspiration (Jon) Gyroscope The idea of the gyroscope for the controller came from the Wii U gamepad since it also does have a gyroscope installed inside that allows the player to do things like look around or aim weapons. Trigger/Button Placement Looking at the Wii Nunchuk, I wondered why there couldn’t more buttons on the controller instead of just a joystick, a C Button and the Z Button. So I imagined what it could look like without the Wii Remote as the right part of the controller. Ambidextrous Toggle I felt that a since the Nunchuck design could be used by either hand that a toggle for which hand to use would be great addition. This idea came from the fact that you can use a mouse with either hand. Analog Clicks The analog clicks came from the use of controllers like the Xbox/PS controllers and the fact that they have analog sticks that the player can click down for an extra pair of buttons.
  • 7. Inspiration (Lisa) Speaker Design: The Speaker Design is inspired by speakers that are on the PlayStation 4 Controller. This feature seemed to be a unique and neat feature to have on a one handed controller. This feature can make the players feel like they are closer to the action when playing some games. The speakers will play sound effects and you can also hear character’s voices through the speaker.
  • 8. Inspiration (Ron) The idea of programmable buttons came about from playing emulators on a smartphone. Games would display a joystick and several buttons on the screen but sometimes those buttons may be too large or blocking areas of the screen you would like to see. Also it seemed like a good idea to be able to reverse the layout of the controls because holding your smartphone on one side may be uncomfortable due to the charger being plugged in on the side. As for how this could apply to the nunchuk concept, I believe players may prefer to use their left hand or their right, depending on which hand they feel more comfortable using.
  • 9. Inspiration (Shawn) One of my favorite features of the Xbox One is the constant updates. Microsoft has done a great job bringing monthly (or in the case of Update Preview Program members like myself, weekly or sometimes several a week) updates that bring improvements to the console. Among these have been a couple of different updates to the controller firmware. One of these improved connectivity, latency, another improved startup and connectivity time. With the regular updates to the console itself I expect more improvements to the controller itself. Xbox wasn’t the first ones to do this, I know Razer keyboards and mice update occasionally and I would assume other controllers and peripherals do as well. But the Xbox One was my first exposure to such an idea.
  • 10. Design Method ● The design of the controller imitates the Nintendo Wii Nunchuk. A simple compact design for players to easily access all functions with one hand including camera movement. ● The strap is attachable and detachable for player comfort and security. ● Controller button schemes can be altered in game. ● Firmware updates are offered to make your controller compatible with the latest console updates. ● Gyroscope provides accurate motion tracking in the X,Y, and Z axis for precise control. ● Symmetrical design, allows ambidextrous control use.
  • 15. Design Assumptions (Eric) Nunchuk Design: The Nunchuk Design is assumed to make it easier to access to the buttons and lower the complexity of the controller’s handling. It’s design is built for one hand already and felt allowed for simplicity in the scenario. Hand Strap: The Hand strap would make it easier to hold. It would also keep the player from accidentally pressing button because of having to apply pressure to keep the controller in hand. This way the player can relax the hand and the controller will remain in place.
  • 16. Design Assumptions (Jon) Gyroscope The gyroscope is part of the controller and sensors like it inside the controller can track the X, Y, and Z axis (Grubb, 2012). The gyroscope will allow players to make very precise movements with the controller usually for the camera. Something like this would work incredibly well for First Person Shooters or games with motion controls. Trigger/Button Placement Since we are using a Nunchuck design I felt that with the Trigger/Button placements that we are using for the controller the player would be able to play a very large library of games. With the addition of the hand strap, the player wouldn’t have to worry about losing grip of the controller. Ambidextrous Toggle Due to the fact that the controller has bilateral symmetry is important to have a toggle of some sort to use the controller one handed without any accidental input of the used portion of the controller. Since the controller has more buttons and the same layout on both sides of the controller, the toggle switch is necessary to deactivate the side of the controller the player is not using. Analog Clicks Just like normal controllers, it’s important to have almost all of the necessary input in order to play most games. With the analog stick on the controller that represents the Left Analog Stick the player can, if they are playing an FPS, click on the analog stick to sprint just like in a regular controller. Since there is no physical Right Analog Stick, the button itself is placed on the controller so that it can be used when playing games that have that input being used.
  • 17. Design Assumptions (Lisa) Speaker Design: The neat thing about the speaker design on the controller is that the player can hear character voices and sound effects through the speaker. The speakers will give the player a feel of being more into the action that is happening on the game. This feature can be compatible with other game consoles that would utilize the speaker design feature.
  • 18. Design Assumptions (Ron) Programmable Buttons: The beauty of programmable buttons is the simple fact players may pick and choose which buttons they want to use for a specific action in game. Games that require the player to consistently jump may be programmed by the user to activate a particular button they feel comfortable hitting consistently. This feature would be beneficial for all games that are compatible with the concept controller.
  • 19. Design Assumptions (Shawn) Firmware Updates: Being able to update the firmware of the controller opens up a number of areas that could improve the controller over the course of it’s life, which in turn lengthens the lifespan of the controller. No software is perfect, so allowing the manufacturer the option to continue developing the software after release of the console allows the controller to be manufactured and released faster, as well as allow the manufacturer to improve various features of the controller.
  • 20. Game #1 Dragon Age Inquisition is a game that could be played with our controller. Almost all of the game’s gameplay feature are executable. The player can control the camera, using the controller’s built in gyroscope and the Analog stick to move. The player the can use one of the side buttons to interact/jump (X). They can also use the side buttons for the primary and secondary ability button commands (square, triangle, and circle). They have the R1, for 4th primary and secondary abilities, and L1, for the radial menu, buttons. The pinky button or R3 can be used to lock on to their targets. The player also has R2, basic attacking, and L2, for casting secondary abilities, to utilize. (Bioware, Page 6)
  • 21. Game #2 The second game our controller can be used for is The Last of Us. Most of the game control scheme is met by our controller. Like with the first game the player can use the gyroscope to move the camera and they can use the analog stick to move. They can use R2 to shoot and L2 to aim. the side buttons can be used for the X, Square, Triangle, and Circle button commands. The pinky button, R3, can be used for flashlight. L1 and R1 can be used for shoulder swapping when aiming. L1 can also be used for sprinting while R2 can also be used for the game Listen mode. The directional pad can be used for swapping weapons.
  • 22. Game #3 The third game that can be played is FIFA 15. Although FIFA includes some complex button combinations the basic and core essentials can be met with our controller. Gyroscope actually can go unused in this as the camera is locked, but it could be used as a way to set up for free kicks. The analog stick can be used to move the player. The side buttons can be used for various actions passing, lobbing the ball, through ball, shooting, tackling, containing, or pushing and pulling. These would be the X, Square, Triangle, and Circle button commands, which vary depending on whether the player is defending or attacking. The player can use the R2 to sprint and the L2 jockey the ball or slowdown. The D-pad could be used to switch up tactics.
  • 25. Playtesting Session Test Notes: ● The controller buttons are awkwardly placed for big hands. May need to expand the size of the control. ● The sound from the speaker resonates in the palm of your hand during gameplay. Gives off a weird vibrating feel. However did enjoy the additional sound effects. ● For those unable to use two hands, found it very difficult to plug in and unplug the USB sync/charge cable. ● Stumbled over the triggers and hit the wrong buttons at various times due to the button placement or being too close to one another. The control demands patience for new users. ● The wrist strap was very beneficial due to the high possibility of dropping the control when trying to hit those hard to reach buttons. ● The strap is not strong enough to withhold violent motions. It can hinder hand movement on the controller if too tight. ● Thank goodness for the customizable button mapping. I would need surgery if I had to constantly use my pinky finger for certain games.
  • 26. Post Mortem What Went Right… We were able to find supplies to create a prototype for our design controller. We also were able to pick out key design features and brainstorm and put them together to create a controller designed for people that only have one hand. What Went Wrong… Our team had to go through a number a tries before we found a button configuration that wasn’t too far apart but at the same time wasn’t too close together. We also spent about an hour debating on the hand strap feature of the controller. What did we learn… We learned a lot about the thought process that goes into designing a controller. We learned that not everything we want for a controller is practical either. That sometimes it may seem cool in theory but in practice and functionality it doesn’t work as much. We also learned designing a controller for someone with one hand to be able to play games intended for people with both, is much more complex than previously thought.
  • 27. References Images One controller ready to update (n.d.) Retrieved on March 15, 2015, from http://compass.xboxlive.com/assets/f6/e8/f6e8eecc-bac2-4f78-b5f6-558edfc05ffa.png?n=one-controller-ready-to- update-l.png Razer Ouroboros Gaming Mouse – Wired / Wireless Mouse for Gaming. (n.d.). Retrieved March 15, 2015, from http://www.razerzone.com/gaming-mice/razer-ouroboros Hsu, D. (2013, October 22). The PlayStation 4 controller: What’s new with the analog sticks and D-pad (part 2, exclusive). Retrieved March 15, 2015, from http://venturebeat.com/2013/10/22/the-playstation-4-controller-whats-new- with-the-analog-sticks-and-d-pad-part-2-exclusive/ Usher, W. (2015, January 3). How Star Fox Wii U Uses The Gamepad | CINEMABLEND. Retrieved March 15, 2015, from http://www.cinemablend.com/games/How-Star-Fox-Wii-U-Uses-Gamepad-69258.html Sullivan, L. (n.d.). PS4 controller details - What we know about the DualShock 4. Retrieved March 13, 2015, from http://www.gamesradar.com/ps4-controller-details-everything-we-know-about-new-dualshock/ Dualshock 4 Speaker Sound Quality Test - Killzone, Rezogun, Playroom - PS4. (n.d.). Retrieved March 15, 2015, from https://www.youtube.com/watch?v=9YmIN_9dNYI
  • 28. References cont. Images Nintendo Wii Nunchuk Remote Conroller V2 D1 (n.d.) Retrieved from: http://www.prepaymania.co.uk/capsta/photo2/nintendo-wii-nunchuck-remote-controller-v2-d1.jpg Medium wiistraps2 (n.d.) Retrieved from: http://www.remoteforwii.com/images/article/medium_wiistraps2.jpg Rogers, M. (May 2011) Android's Most Popular Game Emulators Pulled from Market. Retrieved from http://lifehacker.com/5806889/androids-most-popular-game-emulators-pulled-from-market on 3/15/15.
  • 29. References (cont.) Research Grubb, J. (2012, November 27). Forget the Sixaxis — the Wii U’s GamePad has nine-axis control. Retrieved March 14, 2015, from http://venturebeat.com/2012/11/27/forget-six-axis-gamepad-nine-axis/ Amputee Coalition (2015). Limb Loss Statistics. Retrieved March 15, 2015, from http://www.amputee-coalition.org/limb-loss- resource-center/resources-by-topic/limb-loss-statistics/limb-loss-statistics/ Bioware.( 2014, November 18). Dragon Age Inquisition Manual. Retrieved on March 14, 2015, from: http://d2ro3qwxdn69cl.cloudfront.net/manuals/dragon-age-inquisition-manuals_Sony%20Playstation%204_en.pdf IGN. (2013). The Last of Us: Controls. Retrieved March 14, 2015 from: http://www.ign.com/wikis/the-last-of-us/Controls FIFPlay. (2014, October 1). FIFA 15 Controls - Playstation 4. Retrieved March 14, 2015 from: http://www.fifplay.com/fifa15-controls-ps4/

Editor's Notes

  1. Bonus - Grooves for Finger Placement, Micro USB charging, Power Button, Wireless