A Study on Interaction-Driven Comparison Between Analog and Digital Gaming Control Interface on Smartphone Sang-Duck Seo Iowa State University

Total Page:16

File Type:pdf, Size:1020Kb

A Study on Interaction-Driven Comparison Between Analog and Digital Gaming Control Interface on Smartphone Sang-Duck Seo Iowa State University Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2016 A study on interaction-driven comparison between analog and digital gaming control interface on smartphone Sang-Duck Seo Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Art and Design Commons Recommended Citation Seo, Sang-Duck, "A study on interaction-driven comparison between analog and digital gaming control interface on smartphone" (2016). Graduate Theses and Dissertations. 16011. https://lib.dr.iastate.edu/etd/16011 This Dissertation is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. A study on interaction-driven comparison between analog and digital gaming control interface on smartphone by Sang-Duck Seo A dissertation submitted to the graduate faculty in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Major: Human Computer Interaction Program of Study Committee: Sunghyun R. Kang, Major Professor Paul Bruski Anson Call Tejas Dhadphale Seda McKilligan Iowa State University Ames, Iowa 2016 Copyright © Sang-Duck Seo, 2016. All rights reserved. ii TABLE OF CONTENTS Page LIST OF FIGURES ................................................................................................... v LIST OF TABLES ..................................................................................................... ix ACKNOWLEDGMENTS ......................................................................................... xii ABSTRACT ............................................................................................................... xiii CHAPTER I. INTRODUCTION ........................................................................... 1 1.1 Research Background .................................................................................... 1 1.2 Research Purpose ........................................................................................... 3 CHAPTER II. REVIEW OF LITERATURE ....................................................... 5 2.1. Overview of Gaming Environment .............................................................. 5 2.1.1. Digital Gaming Industry ...................................................................... 6 2.1.2. Video/PC Game ................................................................................... 8 2.1.3. Mobile Game ....................................................................................... 13 2.2. Smartphone User Environment ..................................................................... 17 2.2.1. History of the Digital Revolution ........................................................ 19 2.2.2. Mobile Device Technology .................................................................. 22 2.3. Analog and Digital Interface ......................................................................... 27 2.3.1. Definition ............................................................................................. 29 2.3.2. Being Analog in Hardware and Digital in Software ............................ 30 2.3.3. Analysis of Effectiveness in User Interface Design ............................ 32 2.3.4. Digilog Design ..................................................................................... 33 2.4. User Interface Design ................................................................................... 41 2.4.1. Graphic User Interface (GUI) .............................................................. 44 2.4.2. Gesture based Interaction Design ........................................................ 45 2.4.3. Analysis of Input Control Interface Design ......................................... 47 2.4.4. Affordance Design ............................................................................... 57 2.4.5. Human Factors and Ergonomics .......................................................... 61 iii 2.5. Related Works ............................................................................................... 64 2.5.1. Touchscreens and Hand Gesture Interaction ....................................... 65 2.5.2. Touchscreens vs. Analog Input Control ............................................... 69 2.5.3. Analysis Methods for Measurement and Evaluation of Usability Test 72 CHAPTER III. METHODOLOGICAL FRAMEWORK FOR PILOT STUDY 75 3.1. Method of Usability Test in Pilot Study ....................................................... 76 3.1.1. Description of Procedure ..................................................................... 76 3.1.2. Game Information ................................................................................ 77 3.1.3. Implementation of Usability Test ........................................................ 81 3.2. Result and Findings of Pilot Study ............................................................... 82 3.2.1. Analysis of Demographic .................................................................... 82 3.2.2. Result of Usability Test in Pilot Study ................................................ 83 3.2.3. Analysis of Exit Surveys ...................................................................... 87 3.2.4. Analysis of Open-ended Survey .......................................................... 95 3.2.5. Other findings ...................................................................................... 97 3.2.6. Summary of Findings from the Usability Test on Pilot Study............. 99 3.3. Proposal for the Main Study ......................................................................... 101 CHAPTER IV. A MAIN STUDY OF THE TOUCHSCREEN USABILITY .... 103 4.1. Method of Usability Test .............................................................................. 104 4.1.1. Description of Procedure ..................................................................... 105 4.1.2. Game Information ................................................................................ 106 4.1.3. Implementation of Usability Test ........................................................ 110 4.2. Results and Findings of Main Study ............................................................. 116 4.2.1. Method of Data Analysis ..................................................................... 116 4.2.2. Analysis of Demographic .................................................................... 117 4.2.3. Result of Usability Test ....................................................................... 118 4.2.4. Findings of Group A-D ........................................................................ 120 4.2.5. Findings of Group E-H ........................................................................ 130 4.3. Summaries of Usability Test ......................................................................... 144 4.3.1. Comfort Level ...................................................................................... 144 4.3.2. Effectiveness Level .............................................................................. 145 4.3.3. Accuracy Level .................................................................................... 146 4.3.4. Summary of User Behaviors and Open-ended Discussion .................. 147 4.3.5. Discussion with Different Effectiveness based on Gender .................. 149 iv CHAPTER V. CONCLUSION, DISCUSSION AND FUTURE STUDY ......... 153 5.1. Conclusion .................................................................................................... 153 5.2. Discussion and Future Study ........................................................................ 156 REFERENCES .......................................................................................................... 158 APPENDIX A: INFORMED CONSENT DOCUMENT .......................................... 169 APPENDIX B: IRB EXEMPT APPROVAL DOCUMENT .................................... 172 APPENDIX C: PARTICIPANTS RECRUITMENT FLYER ................................... 173 APPENDIX D: WORD OF MOUTH SCRIPT FOR PARTICIPANT RECRUITMENT ....................................................................................................... 174 APPENDIX E: EMAIL SCRIPT FOR PARTICIPANT RECRUITMENT .............. 175 APPENDIX F: SCRIPT FOR INTRODUCING A USABILITY TEST ................... 176 APPENDIX G: SURVEY FOR PARTICIPANT INFORMATION ......................... 177 APPENDIX H: PILOT STUDY TASKS .................................................................. 178 APPENDIX I: EXIT SURVEY ................................................................................. 180 APPENDIX J: REVISED INFORMED CONSENT DOCUMENTATION ............. 182 APPENDIX K: IRB EXEMPT APPROVAL DOCUMENT FOR MODIFICATION FORM ................................................................................. 187 APPENDIX L: PARTICIPANTS RECRUITMENT FLYER FOR MAIN STUDY 188 APPENDIX M: WORD OF MOUTH SCRIPT FOR PARTICIPANT RECRUITMENT OF MAIN STUDY ....................................................................... 189 APPENDIX N: EMAIL SCRIPT FOR PARTICIPANT RECRUITMENT OF MAIN STUDY .................................................................................................... 190 APPENDIX O: SCRIPT FOR INTRODUCING A USABILITY TEST ON MAIN STUDY ...................................................................................................
Recommended publications
  • 2021 District 41 Inter-League Rules
    2021 District 41 Inter-League Rules Objective: Promote, develop, supervise, and voluntarily assist in all lawful ways, the interest of those who will participate in Little League Baseball. District 41 leagues participating in Inter- league play will adhere to the same rules for the 2021 Season. General: The “2021 Official Regulations and Playing Rules of Little League Baseball” will be strictly enforced, except those rules adopted by these Bylaws. All Managers, Coaches and Umpires shall familiarize themselves with all rules contained in the 2021 Official Regulations and Playing Rules of Little League Baseball (Blue Book/ LL app). All Managers, Coaches and Umpires shall familiarize themselves with District 41 2021 Inter-league Bylaws District 41 Division Bylaws • Tee-Ball Division: • Teams can either use the tee or coach pitch • Each field must have a tee at their field • A Tee-ball game is 60-minutes maximum. • Each team will bat the entire roster each inning. Official scores or standings shall not be maintained. • Each batter will advance one base on a ball hit to an infielder or outfielder, with a maximum of two bases on a ball hit past an outfielder. The last batter of each inning will clear the bases and run as if a home run and teams will switch sides. • No stealing of bases or advancing on overthrows. • A coach from the team on offense will place/replace the balls on the batting tee. • On defense, all players shall be on the field. There shall be five/six (If using a catcher) infield positions. The remaining players shall be positioned in the outfield.
    [Show full text]
  • NCAA Statistics Policies
    Statistics POLICIES AND GUIDELINES CONTENTS Introduction ���������������������������������������������������������������������������������������������������������������������� 3 NCAA Statistics Compilation Guidelines �����������������������������������������������������������������������������������������������3 First Year of Statistics by Sport ���������������������������������������������������������������������������������������������������������������4 School Code ��������������������������������������������������������������������������������������������������������������������������������������������4 Countable Opponents ������������������������������������������������������������������������������������������������������ 5 Definition ������������������������������������������������������������������������������������������������������������������������������������������������5 Non-Countable Opponents ����������������������������������������������������������������������������������������������������������������������5 Sport Implementation ������������������������������������������������������������������������������������������������������������������������������5 Rosters ������������������������������������������������������������������������������������������������������������������������������ 6 Head Coach Determination ���������������������������������������������������������������������������������������������������������������������6 Co-Head Coaches ������������������������������������������������������������������������������������������������������������������������������������7
    [Show full text]
  • The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore
    of Ergo al no rn m u ic o s J Bhardwaj, J Ergonomics 2017, 7:4 Journal of Ergonomics DOI: 10.4172/2165-7556.1000209 ISSN: 2165-7556 Research Article Article Open Access The Ergonomic Development of Video Game Controllers Raghav Bhardwaj* Department of Design and Technology, United World College of South East Asia, Singapore Abstract Video game controllers are often the primary input devices when playing video games on a myriad of consoles and systems. Many games are sometimes entirely shaped around a controller which makes the controllers paramount to a user’s gameplay experience. Due to the growth of the gaming industry and, by consequence, an increase in the variety of consumers, there has been an increased emphasis on the development of the ergonomics of modern video game controllers. These controllers now have to cater to a wider range of user anthropometrics and therefore manufacturers have to design their controllers in a manner that meets the anthropometric requirements for most of their potential users. This study aimed to analyse the evolution of video game controller ergonomics due to increased focus on user anthropometric data and to validate the hypothesis that these ergonomics have improved with successive generations of video game hardware. It has analysed and compared the key ergonomic features of the SEGA Genesis, Xbox, Xbox 360, and PS4 controllers to observe trends in their development, covering a range of 25 years of controller development. This study compared the dimensions of the key ergonomic features of the four controllers to ideal anthropometric values that have been standardised for use in other handheld devices such as TV remotes or machinery controls.
    [Show full text]
  • Download the User Manual and Keymander PC Software from Package Contents 1
    TM Quick Start Guide KeyMander - Keyboard & Mouse Adapter for Game Consoles GE1337P PART NO. Q1257-d This Quick Start Guide is intended to cover basic setup and key functions to get you up and running quickly. For a complete explanation of features and full access to all KeyMander functions, please download the User Manual and KeyMander PC Software from www.IOGEAR.com/product/GE1337P Package Contents 1 1 x GE1337P KeyMander Controller Emulator 2 x USB A to USB Mini B Cables 1 x 3.5mm Data Cable (reserved for future use) 1 x Quick Start Guide 1 x Warranty Card System Requirements Hardware Game Consoles: • PlayStation® 4 • PlayStation® 3 • Xbox® One S • Xbox® One • Xbox® 360 Console Controller: • PlayStation® 4 Controller • PlayStation® 3 Dual Shock 3 Controller (REQUIRED)* • Xbox® 360 Wired Controller (REQUIRED)* • Xbox® One Controller with Micro USB cable (REQUIRED)* • USB keyboard & USB mouse** Computer with available USB 2.0 port OS • Windows Vista®, Windows® 7 and Windows® 8, Windows® 8.1 *Some aftermarket wired controllers do not function correctly with KeyMander. It is strongly recommended to use official PlayStation/Xbox wired controllers. **Compatible with select wireless keyboard/mouse devices. Overview 2 1. Gamepad port 1 2 3 2. Keyboard port 3. Mouse port 4. Turbo/Keyboard Mode LED Gamepad Keyboard Mouse Indicator: a. Lights solid ORANGE when Turbo Mode is ON b. Flashes ORANGE when Keyboard Mode is ON 5. Setting LED indicator: a. Lights solid BLUE when PC port is connected to a computer. b. Flashes (Fast) BLUE when uploading a profile from a computer to the KeyMander.
    [Show full text]
  • English Sharkps3 Manual.Pdf
    TM FRAGFX SHARK CLASSIC - WIRELESS CONTROLLER ENGLISH repaIR CONNECTION BETWEEN DONGLE AND MOUSE/CHUCK Should your dongle light up, but not connect to either mouse or chuck or both, the unit HAPPY FRAGGING! needs unpairing and pairing. This process should only have to be done once. Welcome and thank you for purchasing your new FragFX SHARK Classic for the Sony Playstation 3, PC and MAC. 1) unpair the mouse (switch OFF the Chuck): - Switch on the mouse The FragFX SHARK classic is specifically designed for the Sony PlayStation 3, PC / - Press R1, R2, mousewheel, start, G, A at the same time MAC and compatible with most games, however you may find it‘s best suited to shoo- - Switch the mouse off, and on again. The blue LED should now be blinking - The mouse is now unpaired, and ready to be paired again ting, action and sport games. To use your FragFX SHARK classic, you are expected to 2) pair the mouse have a working Sony PlayStation 3 console system. - (Switch on the mouse) - Insert the dongle into the PC or PS3 For more information visit our web site at www.splitfish.com. Please read the entire - Hold the mouse close (~10cm/~4inch) to the dongle, and press either F, R, A or instruction - you get most out of your FragFX SHARK classic. G button - The LED on the mouse should dim out and the green LED on the dongle should light Happy Fragging! - If not, repeat the procedure GET YOUR DONGLE READY 3) unpair the chuck (switch OFF the mouse): Select Platform Switch Position the Dongle - Switch on the chuck PS3 - ‘Gamepad mode’ for function as a game controller - Press F, L1, L2, select, FX, L3(press stick) at the same time - ‘Keyboard Mode’ for chat and browser only - Switch the chuck off, and on again.
    [Show full text]
  • Video Game Trader Magazine & Price Guide
    Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!
    [Show full text]
  • Video Game Control Dimensionality Analysis
    http://www.diva-portal.org Postprint This is the accepted version of a paper presented at IE2014, 2-3 December 2014, Newcastle, Australia. Citation for the original published paper: Mustaquim, M., Nyström, T. (2014) Video Game Control Dimensionality Analysis. In: Blackmore, K., Nesbitt, K., and Smith, S.P. (ed.), Proceedings of the 2014 Conference on Interactive Entertainment (IE2014) New York: Association for Computing Machinery (ACM) http://dx.doi.org/10.1145/2677758.2677784 N.B. When citing this work, cite the original published paper. Permanent link to this version: http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-234183 Video Game Control Dimensionality Analysis Moyen M. Mustaquim Tobias Nyström Uppsala University Uppsala University Uppsala, Sweden Uppsala, Sweden +46 (0) 70 333 51 46 +46 18 471 51 49 [email protected] [email protected] ABSTRACT notice that very few studies have concretely examined the effect In this paper we have studied the video games control of game controllers on game enjoyment [25]. A successfully dimensionality and its effects on the traditional way of designed controller can contribute in identifying different player interpreting difficulty and familiarity in games. This paper experiences by defining various types of games that have been presents the findings in which we have studied the Xbox 360 effortlessly played with a controller because of the controller’s console’s games control dimensionality. Multivariate statistical design [18]. One example is the Microsoft Xbox controller that operations were performed on the collected data from 83 different became a favorite among players when playing “first person- games of Xbox 360.
    [Show full text]
  • Mcminnville Grizzly Grand Slam JBO Invitational Baseball Tournament Supplemental Tournament Rules
    McMinnville Grizzly Grand Slam JBO Invitational Baseball Tournament Supplemental Tournament Rules TOURNAMENT RULES: Official Tournament rules will be as outlined in the most current edition of the official NFHS rule book, as adopted and modified by the OSAA, as modified in the 2015 JBO rulebook (located online at http://juniorbaseballorg.com/images/documents/2015_jbo_book_web.pdf ) or as outlined in our tournament rules. General Tournament Information: Tournaments are a (3) three game guaranteed with Team and Individual player awards awarded to the 1st and 2nd place teams in the gold bracket and 1 st place in silver bracket. Tournament Director Matthew Primbs 971-237-6529 [email protected] All communication prior to and during Tournament weekend shall be directed to the Tournament Director. Tournament Team Information: OFFICIAL ROSTERS: All coaches will need to provide a comprehensive player roster (Full player names and uniform numbers) in advance of the first tournament game played. MJBO will have an “open” roster policy in regards to the original roster submitted to the Tournament Director. No roster substitutions and/or modifications will be allowed after the initial comprehensive player roster is submitted and accepted by MJBO Tournament Director. GAME CHECK IN: Teams shall check in for all scheduled Tournament games with the appropriate site specific Tournament Official approximately twenty (20) minutes prior to the scheduled game time. Roster and/or line-up cards must also be prepared and made available to MJBO and the opposing team’s scorekeeper at least (20) twenty minutes before game time. Tournament Specific Rules: HOME/AWAY DESIGNATION: For pool and/or seeding games - the “home” & “away” team(s) will be determined by the toss of a coin, with the team physically residing the furthest from McMinnville, OR making the “call” prior to the coin being tossed.
    [Show full text]
  • Measuring Production and Predicting Outcomes in the National Basketball Association
    Measuring Production and Predicting Outcomes in the National Basketball Association Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michael Steven Milano, M.S. Graduate Program in Education The Ohio State University 2011 Dissertation Committee: Packianathan Chelladurai, Advisor Brian Turner Sarah Fields Stephen Cosslett Copyright by Michael Steven Milano 2011 Abstract Building on the research of Loeffelholz, Bednar and Bauer (2009), the current study analyzed the relationship between previously compiled team performance measures and the outcome of an “un-played” game. While past studies have relied solely on statistics traditionally found in a box score, this study included scheduling fatigue and team depth. Multiple models were constructed in which the performance statistics of the competing teams were operationalized in different ways. Absolute models consisted of performance measures as unmodified traditional box score statistics. Relative models defined performance measures as a series of ratios, which compared a team‟s statistics to its opponents‟ statistics. Possession models included possessions as an indicator of pace, and offensive rating and defensive rating as composite measures of efficiency. Play models were composed of offensive plays and defensive plays as measures of pace, and offensive points-per-play and defensive points-per-play as indicators of efficiency. Under each of the above general models, additional models were created to include streak variables, which averaged performance measures only over the previous five games, as well as logarithmic variables. Game outcomes were operationalized and analyzed in two distinct manners - score differential and game winner.
    [Show full text]
  • Manual English.Pdf
    Chapter 1 TABLE OF CONTENTS GETTING STARTED Chapter 1: Getting Started ...................................................................1 Operating Systems Chapter 2: Interactions & Classes ........................................................6 Chapter 3: School Supplies ...................................................................9 Windows XP Chapter 4: Bullworth Society .............................................................12 Windows Vista Chapter 5: Credits ..............................................................................16 Minimum System Requirements Memory: 1 GB RAM 4.7 GB of hard drive disc space Processor: Intel Pentium 4 (3+ GHZ) AMD Athlon 3000+ Video card: DirectX 9.0c Shader 3.0 supported Nvidia 6800 or 7300 or better ATI Radeon X1300 or better Sound card: DX9-compatible Installation You must have Administrator privileges to install and play Bully: Scholarship Edition. If you are unsure about how to achieve this, please consult your Windows system manual. Insert the Bully: Scholarship Edition DVD into your DVD-ROM Drive. If AutoPlay is enabled, the Launch Menu will appear otherwise use Explorer to browse the disc, and launch. ABOUT THIS BOOK Select the INSTALL option to run the installer. Since publishing the first edition there have been some exciting new Agree to the license Agreement. developments. This second edition has been updated to reflect those changes. You will also find some additional material has been added. Choose the install location: Entire chapters have been rewritten and some have simply been by default we use “C:\Program Files\Rockstar Games\Bully Scholarship deleted to streamline your learning experience. Enjoy! Edition” BULLY: SCHOLARSHIP EDITION CHAPTER 1: GETTING STARTED 1 Chapter 1 Installation continued CONTROLS Once Installation has finished, you will be returned to the Launch Menu. Controls: Standard If you do not have DirectX 9.0c installed on your PC, then we suggest Show Secondary Tasks Arrow Left launching DIRECTX INSTALL from the Launch Menu.
    [Show full text]
  • The Trackball Controller: Improving the Analog Stick
    The Trackball Controller: Improving the Analog Stick Daniel Natapov I. Scott MacKenzie Department of Computer Science and Engineering York University, Toronto, Canada {dnatapov, mack}@cse.yorku.ca ABSTRACT number of inputs was sufficient. Despite many future additions Two groups of participants (novice and advanced) completed a and improvements, the D-Pad persists on all standard controllers study comparing a prototype game controller to a standard game for all consoles introduced after the NES. controller for point-select tasks. The prototype game controller Shortcomings of the D-Pad became apparent with the introduction replaces the right analog stick of a standard game controller (used of 3D games. The Sony PlayStation and the Sega Saturn, for pointing and camera control) with a trackball. We used Fitts’ introduced in 1995, supported 3D environments and third-person law as per ISO 9241-9 to evaluate the pointing performance of perspectives. The controllers for those consoles, which used D- both controllers. In the novice group, the trackball controller’s Pads, were not well suited for 3D, since navigation was difficult. throughput was 2.69 bps – 60.1% higher than the 1.68 bps The main issue was that game characters could only move in eight observed for the standard controller. In the advanced group the directions using the D-Pad. To overcome this, some games, such trackball controller’s throughput was 3.19 bps – 58.7% higher than the 2.01 bps observed for the standard controller. Although as Resident Evil, used the forward and back directions of the D- the trackball controller performed better in terms of throughput, Pad to move the character, and the left and right directions for pointer path was more direct with the standard controller.
    [Show full text]
  • Product Guide Version 1.1
    Product Guide Version 1.1 Contents 1. Introduction ........................................................................................................................................... 2 2. Controls and Indicators ......................................................................................................................... 4 3. Setup and Operation ............................................................................................................................. 6 4. Mad Catz L.Y.N.X.3 App for Windows and Android .......................................................................... 10 5. Product Questions ............................................................................................................................... 36 1 1. Introduction The L.Y.N.X.3 takes the award winning design and functionality of the L.Y.N.X.9 and delivers a product for the mobile masses. This is a controller, designed to live with you, and work on as many devices as possible, whether at home, or on-the-go. The product contains all the controls needed for a core gaming experience on mobile phone and tablets running Android. For mobile gaming, the removable phone clip is ideal for grabbing some game time wherever you are. Whether you are on Android, or PC, gamers also have the freedom to tweak the response profiles of the sticks and triggers to suit their game. This is achieved via our free apps for both Android and Windows. L.Y.N.X.3 is not just about gaming. We understand that a customer’s smart device has become the centre of their world in terms of accessing social media and music, films and TV. The controller has two modes of operation. One for Gaming, the other for Media. When in Media mode the user can access full mouse cursor control with the left stick, and a host of media and mouse buttons for quick, intuitive control of your Android set-top-box or Windows Media PC. As well as Android-based phones and tablets, this controller can also function as an additional controller on the M.O.J.O.
    [Show full text]