Usability of Back of Device Virtual Buttons

Total Page:16

File Type:pdf, Size:1020Kb

Usability of Back of Device Virtual Buttons Usability of Back of Device Virtual Buttons Tony Morelli Ethan Coggins Molly Rossman Central Michigan U Central Michigan U Central Michigan U Mt Pleasant, MI Mt Pleasant, MI Mt Pleasant, MI [email protected] [email protected] [email protected] ABSTRACT Back of device touch screen capable game systems have been commercially available since the release of the Playstation Vita in 2012, however the use of these touch screens in games has been limited. With the release of the touch screen lack- ing Playstation Vita TV, it seemed as though the use of the second touch screen would become even less common as developers produce games with features common to both platforms. Back of device touch was revived with the release of the Playstation 4 with the purpose of mapping DualShock 4 inputs unavailable on the Vita to sections on the back of the device during remote play. This paper seeks to under- stand the limitations of using back of device touch screens for game input. Four selection tasks involving a total of 30 participants compared the reaction times and accuracy for 13 different back of device touch region layouts. The re- sults found that the usability of the back touch screen on a Figure 1: Playstation Vita and its Back of Device Playstation Vita was in line with standard game controllers Touch Screen and the performance significantly decreased when 12 or more virtual buttons were present. Playstation Vita games offered different control options which Categories and Subject Descriptors typically included options to either use or not use the touch H.5.m [ Human Centered Computing ]: Graphics Input screen on the back of the device. Although all games re- Devices; Pointing Devices; Touch Screens leased for the hardware platform could take advantage of the second touch screen, very few relied on it as the only Keywords control mechanism. Playstation;Vita;Fitts;Back;Touch;Interactions;Usability Sony announced the release of the Playstation Vita TV [14] in 2013. This device would be compatible with games re- 1. INTRODUCTION leased for Vita, however it displays on a TV and uses a When the Playstation Vita (Figure 1) was released in early DualShock 3 as a controller. Developers wishing to release a 2012, it offered unique input control mechanisms. In addi- game to the highest population of consumers would release a tion to containing standard mobile input mechanisms such game that functioned properly on both a Vita and on a Vita as a touch screen, microphone, and accelerometers, it also TV. This could mean future games would not contain con- included standard dedicated mobile gaming device controls trol features specific to the Playstation Vita as it would be such as thumbsticks and dpads. The combination of these difficult to maintain both methods of control. Developing a two standard device controls was enhanced by also offering game that required Vita second screen touch would alienate a touch screen on the back of the device. the population who only owned a Vita TV from potential purchasers. The release of the Playstation 4 found a new use for the back Permission to make digital or hard copies of all or part of this work for of device touch screen on the Playstation Vita. Playstation 4 personal or classroom use is granted without fee provided that copies are features Remote Play [13], the ability to mirror the contents not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. of the Playstation 4’s display on the Vita display. In addition Proceedings of the 10th International Conference on the Foundations of to mirroring the video feed, Remote Play also allows players Digital Games (FDG 2015), June 22-25, 2015, Pacific Grove, CA, USA. to use the Vita as a controller. This feature makes it possible ISBN 978-0-9913982-4-9. Copyright held by author(s). for a gamer to play Playstation 4 games in the living room using the Vita, while the main TV is used for viewing other content. The games played on the Vita are the same as the Authentication on Smartphones [2]. In this study, a touch Playstation 4 version, there is no mobile specific content, or screen affixed to the back of a cell phone was used to enter any major change in game play. However, the DualShock a secure password by means of hidden gestures on the back 4 controller included with the Playstation 4 contains more of the device. A portion of the study showed users a four by input options than are available on the Playstation Vita. two grid of eight targets and instructed the users to touch Thus, the back of device touch screen has been used to mimic at location one and then drag to location two. The results these missing inputs to provide players the same gaming showed combined first point and second point accuracy to experience regardless of when playing on the Vita or on an be just over 70%. Other studies looked at back of device vs actual Playstation 4 using the DualShock 4 controller. front of device touch gestures [17]. This paper is looking at touch interactions of virtual buttons contained within video Commercial games utilizing the back of device for touch in- games, not gestures. put offer from one to eight virtual buttons on the back touch screen. This paper seeks to find limitations of utilizing the Back of device touch has also been used in implementing new back of device touch screen for gaming purposes. The com- styles of keyboards. A mechanical version of the concept, mercial uses of the back touch screen is analyzed in current RearType [9] physically attached a standard QWERTY key- Playstation Vita Games and Playstation 4 Games using Re- board to the back of a tablet screen. The keyboard was mote Play. A piece of software was developed to mimic the broken in half and each half was placed vertically along the current uses of the second touch screen as well as to measure sides of the tablet such that when it was held in landscape the possibilities of expanding its use. A user study evaluated mode, the keys were easily accessible with the fingers. Af- the software and the results are analyzed. ter a training session, it was found that RearType achieved an average of 15 words per minute. Sandwich Keyboard [8] 2. PREVIOUS WORK investigated the use of a keyboard input method where the thumbs provide input on the top touch screen, and the eight One of the reasons why back of device touch might be nec- remaining fingers type input from the back of device touch essary is that users may cover up important portions of the pad. Their method featured floating targets that adapted to screen with their finger as they attempt to navigate the a user’s grasp style. They found users could accurately type interface. Commonly known as the Fat Finger [11] issue, using this method and after training could reach speeds up other approaches besides back of device touch have been at- to and even exceeding traditional keyboard input methods. tempted, such as Shift [12], which enlarges the portion of the screen underneath the user’s finger and moves it away Different types of back touch screen interactions were inves- from the finger to allow the user to see what is beneath. tigated by Hasah et al. [3]. Their study looked at perfor- mance differences between relative and absolute back of de- Back of device touch is a fairly new concept in commercial vice cursor positioning. They found the relative positioning products, however its use has been evaluated in previous was significantly better performing than the absolute posi- research. One research project, Double-side Multi-touch In- tioning. Another approach to including a reference pointer put for Mobile Devices [10], investigated the use of touch device on the visible screen includes LucidTouch [16], where gestures on both the front and rear touch screens for new the visible screen appears semitransparent allowing the full interactive techniques to manipulate 3D objects. Their work outline of the hand behind the screen to be visible. This displayed circles representing the active touch points on the approach has also been proposed in a commercial android back of the device overlaid on the top video display in or- based smart phone [5]. For games, however, this may not be der to show users where their fingers were during gesturing. desirable as the cursor or hand skeleton may be distracting HybridTouch [15] uses back of device touch input to scroll a to players. map, while using the front touch screen for target selection. Yang et al. [18] also utilized both sides of the touch screen 3. BACK OF DEVICE TOUCH USE IN COM- in Dual-Surface Input research project. Their research com- pared acquisition times for front touch, back touch, and si- MERCIAL PRODUCTS multaneous dual surface touch when attempting to select To better understand how back of device touch is being used different sized targets. Their study contained a total of 1296 commercially, its use in the Playstation Vita is investigated. data points and found the average selection time to be 4.38 The Vita can be used to play games designed for the Vita seconds. The dual surface touch method performed better hardware, and it can also act as a controller for the Playsta- than the back of device only touch method and the back of tion 4 when running in remote play mode. Specific uses of device touch method outperformed the front of device shift each of these modes are analyzed and described below.
Recommended publications
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Download Games from Playstation Store to Psp
    Download games from playstation store to psp The item will download to your PSP system. Once the content has been copied go to [Games] or [Video]* > [Memory Stick] to install or view your. If the game that you have downloaded (as a purchase or for free) from (PlayStation®Store) is compatible with the PSP™ system, you can copy the game to play it. The native PSN storefront on PSP is closing down, Sony has announced. or download content by accessing the PlayStation Store on their PSPs. PSP titles is quite a draw – especially for fans of classic games and JRPGS. Then go to PSN store on your PSP and check the games that you purchased on SEN (sony entertainment network) in the "downloads list " and. Transferring a PlayStation Store Game to a PSP from a PC. 1. Download and. PSP-How to get free games (demos) at the playstation store - Duration: MrFunny 19, views · 8. Only a short while ago, if you wanted to access the PlayStation Store and all the PSP games and other goodies that it offered for download, you. Why are PSP games on Playstation store, can you buy and download them and play them on your ps3? List of download-only PlayStation 3 games · List of PlayStation 3 disc games released for download List of PlayStation Store TurboGrafx games · List of PlayStation 2 Classics for PlayStation 3 · List of PlayStation 2 games PSP games. PlayStation Store Will Not Be Supported By Media Go From October 24th This will affect those who still use their PSPs to play games and watch videos.
    [Show full text]
  • Playstation VITA (PS VITA) Guide
    Parental controls guide PlayStation VITA (PS VITA) guide Parental Controls information Type of guide Gaming consoles and platforms Features and Benefits The PS Vita Parental Controls can make the handheld console safer for your children by restricting games or videos with mature content, disabling the internet browser and blocking adult sites, and restricting how your child can chat on the PlayStation Network. What specific content can I restrict? Browser Access Chatting Game Ratings Innapropriate content Privacy and identity theft Purchasing What do I need? The PlayStation VITA console you wish to apply restrictions to. PlayStation VITA (PS VITA) guide Step by step guide 1 Open the “Parental Controls” application from the home screen. If you are prompted for a 4 digit PIN number the default is “0000”. PlayStation VITA (PS VITA) guide Step by step guide 2 Tap on “Change Passcode”. PlayStation VITA (PS VITA) guide Step by step guide 3 Set a 4 digit passcode and re-enter to confirm. This passcode will be used to access the Parental Controls in the future and will also be requested when trying to open restricted content. PlayStation VITA (PS VITA) guide Step by step guide 4 Tap “Features”. PlayStation VITA (PS VITA) guide Step by step guide 5 On the “Features” page you can block the use of the Internet Browser, the PlayStation Store, Email use, and Location Data. Tap “OK” to exit. PlayStation VITA (PS VITA) guide Step by step guide 6 Tap “Games”. PlayStation VITA (PS VITA) guide Step by step guide 7 On the “Games” page you are able to set the maximum PEGI age rating of games that can be run on the system.
    [Show full text]
  • Ministry of Justice National Secretariat of Justice Game Rating Form Department of Justice, Ratings, Titles and Qualification
    MINISTRY OF JUSTICE NATIONAL SECRETARIAT OF JUSTICE GAME RATING FORM DEPARTMENT OF JUSTICE, RATINGS, TITLES AND QUALIFICATION 1. Platform: check more then one box if, and only if, the game content for all the checked boxes – including graphic detail, game style, interaction form, and interaction level – is the very same. - FILE ID TAG - Computer (PC) PlayStation Portable Nintendo DS Computer (Mac) PlayStation Vita Nintendo DSi Xbox - DO NOT FILL - PlayStation One Game Cube Nintendo 3DS Xbox 360 - FOR OFFICIAL USE ONLY - PlayStation 2 Wii iPod / iPhone Web PlayStation 3 Wii U Cell / Smartphones 2. Distribution Media: check all that apply for the 3. Category: check all that apply. game in the platforms checked on item 1. CD-ROM HD-DVD Console built-in Action Strategy Rhythm DVD UMD Download Adventure Trivia RPG Mini DVD Cartridge Internet* Cards or Cassino Fighting Simulation Blu-Ray Portable cartridge Firefox Marketplace Racing MMORPG First Person Shooter Educational Platformer Third Person Shooter *It means the game will not be saved or installed in the player’s Sports Puzzle Other (replace) device, being accessed only in the online environment of a browser. 4. Title identification and content 1. Game Title in Brazil (just as it should be displayed): 2. Game original title: ROTOGAMEsq ROTOGAMEsq 3. Game publisher: 4. Year of production: 5. Country: Felix E. Klee, HIDDEN, Germany 2012 Germany 6. Game distributor in Brazil: 7. Requested game rating (optional): Firefox Marketplace operated by Mozilla Corporation, 650 Castro Street Suite 300, Livre 10 anos 12 anos 14 anos 16 anos 18 anos Mountain View, CA, 94041-2021, USA 8.
    [Show full text]
  • Video Gaming and Death
    Untitled. Photographer: Pawel Kadysz (https://stocksnap.io/photo/OZ4IBMDS8E). Special Issue Video Gaming and Death edited by John W. Borchert Issue 09 (2018) articles Introduction to a Special Issue on Video Gaming and Death by John W. Borchert, 1 Death Narratives: A Typology of Narratological Embeddings of Player's Death in Digital Games by Frank G. Bosman, 12 No Sympathy for Devils: What Christian Video Games Can Teach Us About Violence in Family-Friendly Entertainment by Vincent Gonzalez, 53 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo by Rex Barnes, 107 “You Shouldn’t Have Done That”: “Ben Drowned” and the Uncanny Horror of the Haunted Cartridge by John Sanders, 135 Win to Exit: Perma-Death and Resurrection in Sword Art Online and Log Horizon by David McConeghy, 170 Death, Fabulation, and Virtual Reality Gaming by Jordan Brady Loewen, 202 The Self Across the Gap of Death: Some Christian Constructions of Continued Identity from Athenagoras to Ratzinger and Their Relevance to Digital Reconstitutions by Joshua Wise, 222 reviews Graveyard Keeper. A Review by Kathrin Trattner, 250 interviews Interview with Dr. Beverley Foulks McGuire on Video-Gaming, Buddhism, and Death by John W. Borchert, 259 reports Dying in the Game: A Perceptive of Life, Death and Rebirth Through World of Warcraft by Wanda Gregory, 265 Perilous and Peril-Less Gaming: Representations of Death with Nintendo’s Wolf Link Amiibo Rex Barnes Abstract This article examines the motif of death in popular electronic games and its imaginative applications when employing the Wolf Link Amiibo in The Legend of Zelda: Breath of the Wild (2017).
    [Show full text]
  • Sony to Stop Selling Playstation Portable 3 June 2014
    Sony to stop selling PlayStation Portable 3 June 2014 The PSP went on sale in December 2004. Machines devoted to games are struggling against the popularity of smartphones and other devices. Sony reported a $1.3 billion loss for last fiscal year and is expecting to stay in the red this year. Some analysts say the Vita has not sold in significant numbers. Sony does not release the cumulative global unit sales of the Vita and combines it with PSP tallies. In this Sept. 14, 2011 file photo, Sony Computer Entertainment's PlayStation Vita is shown during a press conference in Tokyo. Sony Corp. is pulling the plug on its PlayStation Portable hand-held video game machine after 10 years. The Japanese electronics and entertainment company has been pushing the successor machine PlayStation Vita. (AP Photo/Itsuo Inouye, File) Sony Corp. is pulling the plug on its hand-held PlayStation Portable video game machine after 10 years. In this Sept. 16, 2009 file photo, models hold Sony PlayStation Portable video game machines during a The Japanese electronics and entertainment promotional event in Hong Kong. Sony Corp. is pulling the plug on its hand-held PlayStation Portable video company has been pushing the successor game machine after 10 years. The Japanese electronics machine, PlayStation Vita. and entertainment company has been pushing the successor machine, PlayStation Vita. (AP Photo/Kin Tokyo-based Sony said Tuesday that PSP Cheung, File) shipments ended in North America in January, will end in Japan this month and later this year in Europe. Sony's handheld game machine also faced stiff Discounts on Vita and downloads are offered to competition from Japanese rival Nintendo Co.'s Japanese PSP owners, but are still undecided for 3DS.
    [Show full text]
  • INSTRUCTION MANUAL ’13.12 ● "Instruction Manual" (PDF File) Introduction Operations and Settings of Each Function Are Thank You for Your Purchase of "SO-02F"
    INSTRUCTION MANUAL ’13.12 ● "Instruction Manual" (PDF file) Introduction Operations and settings of each function are Thank you for your purchase of "SO-02F". explained. It can be downloaded from NTT DOCOMO For proper use of the SO-02F, read this manual website. carefully before and while you use the SO-02F. http://www.nttdocomo.co.jp/english/support/ trouble/manual/download/index.html * You can download the latest information of "ク About manuals of SO-02F イックスタートガイド (Quick Start Guide)". The In addition to this manual, the operations of SO-02F URL and contents are subject to change are described in "クイックスタートガイド (Quick Start without prior notice. Guide)" (in Japanese only) and "Instruction Manual" ❖Note application of the terminal (in Japanese only). ・ Reproduction or reprint of all or part of this manual ● "クイックスタートガイド (Quick Start Guide)" without prior permission is prohibited. (Supplied accessories) ・ Important information for SO-02F is posted in the The initial operations and settings after purchasing following website. Be sure to check before using. the terminal, screen view contents and operations of http://www.sonymobile.co.jp/support/use_support/ main function are explained. product/so-02f/ ● "Instruction Manual" (Application of the terminal) Operations and settings of each function are explained. To use "Instruction Manual" application, from the Home screen, u[Instruction Manual]. When using for the first time, download and install the application according to the onscreen instructions. If you uninstall "Instruction Manual" application, access to Google Play from Play Store to download it again. From the Home screen, Tap [Play Store], search "取扱説明書 (Instruction Manual)" application to select, then install it following the onscreen instructions.
    [Show full text]
  • Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States
    Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States The Harvard community has made this article openly available. Please share how this access benefits you. Your story matters Citation Buonocore, Cathryn E. 2016. Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States. Master's thesis, Harvard Extension School. Citable link http://nrs.harvard.edu/urn-3:HUL.InstRepos:33797406 Terms of Use This article was downloaded from Harvard University’s DASH repository, and is made available under the terms and conditions applicable to Other Posted Material, as set forth at http:// nrs.harvard.edu/urn-3:HUL.InstRepos:dash.current.terms-of- use#LAA Comparative Life Cycle Impact Assessment of Digital and Physical Distribution of Video Games in the United States Cathryn E. Buonocore A Thesis in the field of Sustainability for the Degree of Master of Liberal Arts in Extension Studies Harvard University November 2016 Copyright 2016 Cathryn E. Buonocor Abstract This study examines and compares the environmental footprint of video game distribution on last generation consoles, current generation consoles and personal computers (PC). Two different methods of delivery are compared on each platform: traditional retail on optical discs and digital downloads in the U.S. Downloading content has been growing and is used to distribute movies, music, books and video games. This technology may change the environmental footprint of entertainment media. Previous studies on books, music, movies and television shows found that digital methods of distribution reduced emissions. However, prior research on video games, looking only at previous generation consoles, found the opposite conclusion.
    [Show full text]
  • History of Video Games-Wikipedia
    History of video games From Wikipedia, the free encyclopedia The Atari VCS was a popular home video game console in the late 1970s and early 1980s. Pictured is the four-switch model from 1980–1982. An Atari CX40 joystick controller, with a single button The history of video games goes as far back as the early 1950s, when academic computer scientists began designing simple games and simulations as part of their research or just for fun. At M.I.T. in the 1960s, professors and students played games such as 3D tic-tac-toe and Moon Landing. These games were played on computer such as the IBM 1560, and moves were made by means of punch cards. Video gaming did not reach mainstream popularity until the 1970s and 1980s, when video arcade games and gaming consoles using joysticks, buttons, and other controllers, along with graphics on computer screens and home computer games were introduced to the general public. Since the 1980s, video gaming has become a popular form of entertainment and a part of modern popular culture in most parts of the world. One of the early games was Spacewar!, which was developed by computer scientists. Early arcade video games developed from 1972 to 1978. During the 1970s, the first generation of home consoles emerged, including the popular game Pong and various "clones". The 1970s was also the era of mainframe computer games. The golden age of arcade video games was from 1978 to 1982. Video arcades with large, graphics- decorated coin-operated machines were common at malls and popular, affordable home consoles such as the Atari 2600 and Intellivision enabled people to play games on their home TVs.
    [Show full text]
  • Playstation Mobile : Game Development Pdf, Epub, Ebook
    PLAYSTATION MOBILE : GAME DEVELOPMENT PDF, EPUB, EBOOK Allen Sherrod | 400 pages | 19 May 2016 | Mercury Learning & Information | 9781938549885 | English | United States Playstation Mobile : Game development PDF Book The mobile gaming industry has matured significantly since then, however. I worked with the beta and noticed my computer did run the emulation much faster than the vita was capable, presenting a problem of not knowing if a complicated game is capable of running on the vita properly. Although ForwardWorks releases are so far planned only for release in Japan and Asia, Sony says it will "vigorously maximize the corporate value and create new business opportunities through the establishment of ForwardWorks", making it unlikely that at least some of its future games won't see international release. Will definately check it out. The number of sub-directory levels incl. Please add more countries to PS Mobile. Mobile can you guys please take a look :. You guys should look into geting Kairosoft games on PSM. Hey thanks Declan. This site uses cookies to improve your experience and deliver personalised advertising. Oh and you should add PS Mobile to the Blog. Of course, most of these game development environments have since become obsolete, replaced by more modern dev languages. In each chapter, you'll explore one of these key elements of game development in the context of a working game, learn how to implement the example for yourself, and integrate it into your own game library. Either way, this has caught my attention! The new division will start operating from 1st April this year and will take advantage of all the rights it has on titles of PlayStation and characters in it, so that the new games have exclusive content from Sony.
    [Show full text]
  • Sony Computer Entertainment to Launch Playstation®Store for Playstation®Mobile on October 3
    FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT TO LAUNCH PLAYSTATION®STORE FOR PLAYSTATION®MOBILE ON OCTOBER 3 Official Version of PlayStation®Mobile SDK Will Be Available in November FUJITSU AND SHARP TO JOIN PLAYSTATION™CERTIFIED LICENSE PROGRAM Tokyo, September 19, 2012– Sony Computer Entertainment Inc. (SCE) today announced that it will start to deliver dedicated content for PlayStation®Mobile, delivering the world of PlayStation® on open operating system-based devices※1, through PlayStation®Store on October 3. In the dramatically evolving smartphone and tablet market, SCE will offer appealing PlayStation-like content to a variety of popular mobile devices. The service will start in nine countries including Japan, United States, Canada, United Kingdom, France, Germany, Italy, Spain, and Australia with more countries to follow. At launch, users will be able to enjoy approximately 30 new titles from a variety of genres including Adventure, Action, Puzzle, Sports, and Simulation, at an affordable price point of between 50 yen and 850 yen (including tax)※2, created by third party developers and publishers as well as SCE Worldwide Studios. Further content will be released frequently for PlayStation®Mobile as new titles become available. SCE also announced Fujitsu Limited and Sharp Corporation will join the PlayStation Certified license program※3. By collaborating with Fujitsu and Sharp which not only have the significant share in the Japanese smartphone market but also offer a wide range of devices across the globe, SCE will deliver the unmatched PlayStation experience to even more smartphone and tablet users around the world. 1/3 - more - SONY COMPUTER ENTERTAINMENT TO LAUNCH PLAYSTATION®STORE FOR PLAYSTATION®MOBILE ON OCTOBER 3 “Fujitsu’s ARROWS series smartphones and tablets feature “Usability” realized by human-centric technology, and “High Spec” represented by Japan’s first quad-core CPU adopted model.” said Takahiro Matsumura, Senior Vice President, Ubiquitous Business Strategy Unit, Fujitsu Limited.
    [Show full text]
  • Sony Computer Entertainment Announces Htc As Part of the Playstation™Certified License Program
    SONY COMPUTER ENTERTAINMENT ANNOUNCES HTC AS PART OF THE PLAYSTATION™CERTIFIED LICENSE PROGRAM PLAYSTATION®SUITE RENAMED “PLAYSTATION®MOBILE” Further Proliferate The PlayStation® Experience Across Mobile Devices Tokyo, June 5, 2012 – Sony Computer Entertainment Inc. (SCE) today announced HTC Corporation (HTC) will join the PlayStation™Certified license program*1. By collaborating with HTC, a global designer of smartphones and the world’s first company to launch Android-powered devices, SCE aims to deliver the PlayStation® experience to even more users around the world. “HTC is focused on delivering innovative mobile experiences for people everywhere and SCE’s immersive world of gaming will bring compelling entertainment to HTC One customers across the globe,” said Kouji Kodera, Chief Product Officer, HTC Corporation. In addition to third party developers and publishers as well as a wide range of content developers who have agreed to develop content for PlayStation®Suite, SCE Worldwide Studios is developing attractive games. SCE is positioned to proliferate the world of PlayStation across mobile devices with the progress of content development and the expansion of PlayStation Certified devices. In conjunction with this development, SCE will rename PlayStation Suite to PlayStation®Mobile, and position it as a new platform. SCE will further accelerate the expansion of PlayStation Certified devices and continue to collaborate with content developers to drive the delivery of compelling entertainment experiences through PlayStation Mobile. - more - 2-2-2-2 SONY COMPUTER ENTERTAINMENT ANNOUNCES HTC AS PART OF THE PLAYSTATION™CERTIFIED LICENSE PROGRAM About PlayStation®Mobile PlayStation®Mobile marries fun, engaging PlayStation-style gaming with the convenience of PlayStation™Certified mobile devices and offers mobile users a superlative store navigation and purchase experience.
    [Show full text]