Hubbry Logo
search
logo
1096586

PlayStation Move

logo
Community Hub0 Subscribers
Read side by side
from Wikipedia
PlayStation Move
PlayStation Move Motion Controller
A PlayStation Move controller
ManufacturerSony Interactive Entertainment
TypeMotion controller
GenerationSeventh, eighth, and ninth
ReleasedSeptember 15, 2010
Units shipped15 million (as of November 11, 2012)[1]
InputMotion controller:

Navigation controller:

ConnectivityBluetooth, USB
PowerLithium-ion battery

PlayStation Move (プレイステーションムーヴ, PureiSutēshon Mūvu) is a motion game controller developed by Sony Interactive Entertainment. Initially released in 2010 for use with the PlayStation 3 home video game console, its compatibility was later expanded to its successor, the PlayStation 4, its PlayStation VR platform and the PlayStation 5. A revised model of the controller (with a microUSB terminal) is not backwards-compatible with PS3.

Conceptually similar to Nintendo's Wii Remote, its function is based around controller input in games stemming from the actual physical movement of the player. The Move uses inertial sensors in the wand to detect motion while the wand's position is tracked using a PlayStation Eye or PlayStation Camera. The device was generally well received by critics, but has not quite met Sony's goals for integration into the market.

Hardware

[edit]

As with the standard PlayStation 3 wireless controllers (Sixaxis, DualShock 3), both the main PlayStation Move motion controller and the PlayStation Move navigation controller use Bluetooth 2.0 and an internal lithium-ion battery[2] charged via a USB Mini-B port on the controller.[3] On the PlayStation 3, up to four Move controllers can be used at once[4] (four Move motion controllers,[5] or two Move motion controllers and two Move navigation controllers[6]).

Motion controller

[edit]

The primary component of PlayStation Move, the PlayStation Move motion controller, is a wand controller which allows the user to interact with the console through motion and position in front of a PlayStation camera.[7] It functions similarly to the Wii Remote.

The PlayStation Move features a variety of internal sensors to gauge orientation.

The PlayStation Move motion controller features an orb at the head which can glow in any of a full range of colors using RGB light-emitting diodes (LEDs).[8] Based on the colors in the user environment captured by the camera, the system dynamically selects an orb color that can be distinguished from the rest of the scene. The colored light serves as an active marker, the position of which can be tracked along the image plane by the camera.[9][10] The uniform spherical shape and known size of the light also allows the system to simply determine the controller's distance from the camera through the light's image size, thus enabling the controller's position to be tracked in three dimensions[10][11] with high precision and accuracy.[fn 1] The simple sphere-based distance calculation allows the controller to operate with minimal processing latency,[14] as opposed to other camera-based control techniques on the PlayStation 3.[15][fn 2]

A pair of inertial sensors inside the controller, a three-axis linear accelerometer and a three-axis angular rate sensor, are used to track rotation as well as overall motion.[9][12] An internal magnetometer is also used for calibrating the controller's orientation against the Earth's magnetic field to help correct against cumulative error (drift) by the inertial sensors.[16] In addition, an internal temperature sensor is used to adjust the inertial sensor readings against temperature effects.[17] The inertial sensors can be used for dead reckoning in cases which the camera tracking is insufficient, such as when the controller is obscured behind the player's back.[8]

The controller face features a large oblong primary button (Move),[18] surrounded by small action buttons (Triangle, Circle, Cross, Square), and with a regular-sized PS button beneath, arranged in a similar configuration as on the Blu-ray Disc Remote Control. On the left and right side of the controller is a Select and Start button, respectively. On the underside is an analog trigger (T).[8] On the tail end of the controller is the wrist strap, USB port, and extension port.[19]

The motion controller features vibration-based haptic technology.[8] In addition to providing a tracking reference, the controller's orb light can be used to provide visual feedback,[8] simulating aesthetic effects such as the muzzle flash of a gun or the paint on a brush.[20]

Using different orb colors for each controller,[8] up to four motion controllers can be tracked at once on the PlayStation 3.[20] Demonstrations for the controller have featured activities using a single motion controller, as well as those in which the user wields two motion controllers, with one in each hand.[9][21] To minimize the cost of entry, Sony stated that all launch titles for PlayStation Move would be playable with one motion controller, with enhanced options available for multiple motion controllers.[22]

On the PlayStation 3, image processing for PlayStation Move is performed in the console's Cell microprocessor.[14] According to Sony, use of the motion-tracking library entails some Synergistic Processing Unit (SPU) overhead as well an impact on memory, though the company states that the effects will be minimized.[23] According to Move motion controller co-designer Anton Mikhailov, the library uses 1-2 megabytes of system memory.[14]

[edit]
PlayStation Move navigation controller

The PlayStation Move navigation controller is a one-handed supplementary controller designed for use in conjunction with the PlayStation Move motion controller for certain types of gameplay, similar to the Nintendo Wii Nunchuk, although it lacks motion-sensing technology, as dual-wield, independent two-handed motion control is implemented with the use of another Move Controller. Replicating the major functionality of the left side of a standard PlayStation 3 gamepad, the PlayStation Move navigation controller features a left analog stick (with L3 button function), a D-pad, L1 button and L2 analog trigger.[3] The navigation controller also features Cross and Circle action buttons, as well as a PS button. Since all controls correspond to those of a standard PlayStation 3 gamepad, a Sixaxis or DualShock 3 controller can be used in place of the navigation controller in PlayStation Move applications.[16]

Accessories

[edit]

A number of additional accessories have also been released for use in conjunction with the PlayStation Move controllers.

  • PlayStation Move charging station could charge up any combination of two Move controllers.[24]
  • PlayStation Move shooting attachment adapts the Move controllers into a handgun form. The motion controller is fitted into the gun barrel so that the motion controller's T trigger is interlocked with the trigger on the gun attachment,[24] while leaving all the topmost buttons accessible through an opening in the top. Its functions are similar to the Wii Zapper.
  • PlayStation Move Sharp Shooter attachment adapts both Move controllers into an assault rifle form, which features an adjustable stock.[25] The motion controller is fitted into the gun barrel, connecting via the proprietary expansion port,[26] while the navigation controller is clipped into a holder below this gun barrel. This accessory also adds several buttons to the controller. Several games, including Killzone 3, Dead Space: Extraction, SOCOM 4: U.S. Navy SEALs and Resistance 3,[27][28][29] officially support this peripheral. It include three unique inputs, the reload button, the pump action, and the firing mode selector. Its model number is CECHYA-ZRA1E.[30]
PlayStation Move Racing Wheel with Motion Controller attached

Bundle packages

[edit]
The PS Move Sharp Shooter, a controller holder shaped like an assault rifle that was commonly sold in a bundle with PS Move controllers, PS Eye and the games Killzone 3 and Resistance 3

In addition to selling the controllers individually, Sony also provides several different bundle options for PlayStation Move hardware such as: software/camera bundles with a PlayStation Eye, a Move motion controller and motion-control enabled software; console bundles which include a PS3 console, DualShock 3 controller, PlayStation Eye, and Move motion controller; and bundles with a Move motion controller with select games.[47]

Though the games with the bundles vary in each region, most bundles come with the PlayStation Move Demo Disc which contains demos for eleven different games. The bundles in Europe and Oceania however, come with the PlayStation Move Starter Disc with a setup tutorial and nine demos (same as the Demo Disc, except without Kung Fu Rider and Time Crisis). The demos included are for the games Beat Sketcher, Echochrome II, EyePet, Kung Fu Rider, Sports Champions, Start the Party!, The Shoot, Tiger Woods PGA Tour 11, Time Crisis: Razing Storm, Tumble, and TV Superstars.[48]

In North America, bundles are available with the game Sports Champions[49] or the PlayStation Move edition of EyePet.[50] In Japan, bundles with Beat Sketch!, Biohazard 5 Alternative Edition, or Big 3 Gun Shooting are available.[51] All bundles, as well as the stand-alone controller will also include the demo disk for a limited time.[51] In Europe, a bundle will be released with a demo disc.[52] In Asian countries outside Japan such as Singapore, the bundles are available with the games Sports Champions, Start the Party!, and Kung Fu Rider.[53]

History

[edit]
The PlayStation Eye is used in conjunction with the Move to track movement.

PlayStation Move stems from early work on the EyeToy,[54] a webcam-based controller for the PlayStation 2 conceived in 1999 and released in 2003. Early in the EyeToy's inception, developers experimented with color-based 3D wand tracking,[55] including prototypes using spheres.[fn 3] By the time it was released, the EyeToy's focus was on hands-free applications. With the emergence of affordable inertial sensors and the success of the Wii Remote motion controller wand,[57] in 2008 Sony began work on productizing its own motion controller wand, revisiting the sphere-tracking concept for use with the PlayStation Eye, integrating inertial sensors, and refining the device from an engineering and a design perspective.[12] The Move's internal development codename was the "Y-con", so called because three groups — the hardware team in SCEI in Japan, the software engineering team at SCEA, and Sony's Worldwide Studios — worked together to develop the hardware, with the three points of a "Y" indicating the three teams coming together. This was the start of a new form of development at Sony, where hardware had previously been developed separately from software teams and later delivered along with technical documentation for software teams to get to grips with themselves; this move was continued with the development of the PlayStation Vita and PlayStation 4.[58]

The motion controller was revealed at Sony's E3 2009 press conference on 2 June 2009, with a live demonstration using an engineering prototype.[59] Tentatively referred to as the PlayStation Motion Controller, the device was originally stated to be available in Q1/Q2 2010. As of August 2009, the controller features and design had not been finalized.[22]

Soon after revealing the motion controller to developers, Sony indicated that it was exploring the possibility of using the motion controller in combination with a standard PlayStation 3 gamepad, such as having the player use "the motion controller as a sword and use DualShock 3 as a shield."[23][fn 4] One combination control scheme was demonstrated in September 2009 at the Tokyo Game Show for Biohazard 5: Alternative Edition, making particular use of the DualShock 3's analog stick. Although users found the setup to work well, some found holding a DualShock with one hand to be somewhat awkward.[61][62] At the time Sony was already rumored to be in the design phase of a supplementary controller akin to that of the Nunchuk controller for the Wii Remote.[63]

In January 2010, Sony announced a revised release target, stating instead that the motion controller would launch in Q3/Q4 of 2010.[64] On March 10, Sony revealed the official name and logo at the Game Developers Conference, showcasing the final motion controller design, and unveiling the PlayStation Move navigation controller (then referred to as the PlayStation Move sub-controller[65]), to be launched concurrently with the motion controller.[16] The logo is a colored squiggle-like shape, representing a light trail from the sphere of a PlayStation Move motion controller being waved.[66]

Name

[edit]

Prior to the Game Developers Conference 2010, the PlayStation Move motion controller was known by several names. Initially given little guidance on what to call the device when it was unveiled in June 2009, many in the video game press informally referred to the controller as the "magic wand", or simply "Wand" due to the controller's wand design and glowing orb.[67][68][69][70][71][72] Sony had used the term "PlayStation Motion Controller" from the motion controller's introduction,[21] but many perceived it to be used merely as a description. Sony gradually clarified "Motion Controller" as the tentative name,[73] but by this time media attention had shifted to rumored final names. In September 2009, statements in two unconnected interviews at the Tokyo Game Show led to speculation that the controller may be referred to by developers as the "Sphere".[74][75] In December, a brief reference to the motion controller as "Gem" by Electronic Arts CEO John Riccitiello during a media industry conference presentation[76] prompted an admission by Sony that "Gem" was an early code name for the controller.[77]

In January 2010, video game blog VG247 reported that Sony had named its PS3 motion control platform "Arc".[78] The name was observed to liken the controller's glowing orb to the charged sphere of a Tesla coil or a plasma globe electrode.[79] The report was supported by evidence emerging in the following weeks, including a registration of the playstationarc.com domain name to SCE dated October 2009 (shortly after the Tokyo Game Show)[80] and numerous references to "Arc" by president Brian Farrell of video game publisher THQ during the company's February earnings conference call.[81] Responding to speculation that Farrell's statements effectively confirmed the name,[82] SCEA senior director of corporate communications Patrick Seybold stated that they did not, and that Farrell was referring to "Arc" as a "rumored code name".[83]

On March 1, it was reported that Sony submitted Japanese trademark application filing for "PlayStation Arc".[84] A week later on March 8, Sony was reportedly considering a hasty renaming due to a trademark held by competitor Microsoft for its Arc-brand PC accessories, which could present trademark conflicts.[85] On March 9, Sony submitted a European trademark filing for "PlayStation Move",[86] which was announced as the official name the next day at Sony's press conference at the Game Developers Conference.[16] Video gaming blog Joystiq reports several anonymous Sony sources claiming that the PlayStation Move logo presented at the conference resembles a letter "A" because it is the same design for when the name was "PlayStation Arc", in which the "A" would stand for "Arc".[87]

Promotion and release

[edit]

As part of the promotional marketing for Sorcery, the PlayStation Move controller was inducted into The Magic Circle museum by Vice President Scott Penrose.[citation needed]

PlayStation Move was released in various worldwide territories beginning September 15, 2010, including Europe,[88] Australia[89] and North America.[90] In Japan it was released on October 21, 2010.[91]

Hardware revision for PlayStation 4

[edit]
The two revisions, PS3 on the left, PS4 on the right. The older features a Mini USB connector, while the newer uses Micro USB.

The original controller had a Mini USB connection and was compatible with PlayStation 3, PlayStation 4 and PlayStation 5.[fn 5] In 2017, Sony launched a hardware revision (model code CECH-ZCM2), with a Micro USB connector and a bigger battery (1900 mAh, up from 1350), intended to be used with PlayStation VR.[93] This second version is not compatible with PS3. It also removed the extension connector in the bottom, thus being incompatible with accessories such as the PlayStation Move Sharp Shooter attachment and the PlayStation Move Racing Wheel.[94] There are smaller cosmetic differences: the PS4 revision changed the Sony logo color from gray to black,[95] added OPTIONS legend to the START button[96] and SHARE legend to the SELECT button.[97]

Software

[edit]

Alongside SIE Worldwide Studios and its second-party partners, a total of 36 third-party game development companies had confirmed that they would support the PlayStation Move by the time the finalized controller was announced in March 2010.[16] On the box art of PlayStation Move games, underneath the PlayStation 3 logo banner, a blue bar with white letters indicates when a game supports the PlayStation Move. When a game can only be played with the PlayStation Move, the box art carries a "PlayStation Move Required" label. When a game supports traditional Sixaxis/DualShock 3 controls and PlayStation Move controls it carries a "PlayStation Move Features" (or "PlayStation Move Compatible") label.[98]

Reception

[edit]

Critical reception

[edit]

The PlayStation Move has been generally well received. Game Informer gave it an 8 out of 10, saying, "The PlayStation Eye and motion controller are a killer combination for accurate and highly responsive motion-based gameplay, and we applaud Sony for getting the hardware right the first time."[99] Kotaku praised its accuracy, design, use of augmented reality and said, "The Playstation Move is a intuitive, natural feeling way to play games and it brings with it not only a sense of increased immersion to already graphically immersive games, but a new way to play with your reality and a refreshing form of colorful feedback."[100] IGN gave the Move an 8.5 out of 10, noting that the launch line-up of games for the controller was insufficient though it summarized by saying, "At the end of the day, the PlayStation Move has the potential to be the best motion control system on the current crop of consoles."[101] Joystiq praised the Move, saying, "The hardware's great, and I can see it being used in a multitude of really cool ways, but of course it's only as cool as the games that use it" and that the launch line-up was not worth the purchase, though it believed that the Move would be worth the purchase in early 2011 due to a stronger line-up of games such as SOCOM 4: U.S. Navy SEALs and Killzone 3.[102] CVG gave the Move an extremely positive review and awarded it 9 out of 10, saying, "Sony's motion control gets beyond being a gimmick. We found ourselves constantly itching for 'one more go'."[103] The Guardian strongly criticized the Move's launch line-up, though it noted that the hardware was strong and that after playing with the Move it was "very hard to go back to the relative inaccuracy of the Wii".[104]

The PlayStation Move won the 2010 Popular Science award for the "Most immersive game controller".[105]

Sales

[edit]

In October 2010, the PlayStation Move had shipped around 1.5 million units in Europe and 1 million units in North America during its first month of release,[106] figures that Sony felt were selling "extremely well" at the time.[107] On 30 November 2010, it was announced that 4.1 million units had been shipped worldwide in the first two months since its release.[108] By June 2011, at E3 2011, Sony announced that the PlayStation Move had sold 8.8 million units.[109] By November 2012, this figure had grown to 15 million.[1]

In March 2012 Fergal Gara of Sony UK spoke to Official PlayStation Magazine UK to acknowledge that, the device had not lived up to their expectations, in either their target audience or the software support that had been provided for it.[110]

Use in recreational therapy

[edit]

PlayStation Move has been used in recreational therapy on children that suffer from obesity. The Move creates a challenging physical environment for the children. In one study, recreational therapists utilized PlayStation Move Fitness. The children chose which activity to do and then, they engaged for a period of approximately 30 minutes. The recreational therapists monitored the children. These programs have shown to:

  • Lower BMI and weight.
  • Improve cardiovascular endurance.
  • Lead to healthier choices in recreation activities.
  • Improve self-esteem.
  • Identify the importance of exercise.[111]

See also

[edit]

Footnotes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
PlayStation Move is a motion controller system developed by Sony Interactive Entertainment, consisting of the primary PlayStation Move motion controller and an optional Navigation Controller, designed to provide precise gesture-based input for gaming on PlayStation consoles.[1] Introduced in 2010 for the PlayStation 3, it utilizes a combination of inertial sensors—including a three-axis gyroscope, a three-axis accelerometer, and a three-axis magnetometer—along with an infrared-sensitive tracking sphere that works in tandem with the PlayStation Eye or PlayStation Camera to accurately capture the controller's position and orientation in 3D space.[2] The system supports wireless Bluetooth connectivity, vibration feedback, and a button layout similar to the DualShock controller, enabling intuitive one- or two-handed gameplay for a variety of motion-controlled titles.[3] Originally launched worldwide starting September 15, 2010, in select regions, PlayStation Move was bundled with games like Sports Champions and expanded compatibility to the PlayStation 4 in 2016 primarily for PlayStation VR experiences, and later to the PlayStation 5 via backward compatibility for supported PS4 VR titles.[4][5] Notable for its role in immersive gaming, the controllers feature a lightweight ergonomic design weighing approximately 145 grams and a rechargeable battery, though adoption waned with the rise of more advanced VR hardware like the PlayStation VR2, which does not support Move controllers.[2]

Hardware

Motion controller

The PlayStation Move motion controller features an ergonomic, wand-like design optimized for one-handed use, with a prominent spherical orb at the top that houses multicolored LEDs for visual tracking by the PlayStation Eye camera. The controller's body includes a directional pad (D-pad) positioned below the standard PlayStation face buttons—Triangle, Circle, Cross, and Square—along with a Move button for initiating motion controls, a T trigger on the rear for actions like shooting, Start and Select buttons, and a central PS button for system access. A wrist strap attaches at the base for safety during intense motion, and the overall form factor ensures comfortable grip during extended play sessions.[6][2] Internally, the controller incorporates an inertial measurement unit (IMU) comprising a three-axis gyroscope for rotational tracking, a three-axis accelerometer for linear acceleration detection, and a magnetometer for orientation relative to Earth's magnetic field, enabling precise 6-degree-of-freedom motion sensing without an onboard camera. These sensors work in tandem with the external PlayStation Eye camera, which detects the illuminated orb to provide absolute positional data, combining relative IMU readings for accurate 1:1 motion replication in games. The design lacks built-in imaging capabilities, relying entirely on the camera for visual input to maintain a lightweight profile.[7][2] Key functionalities include haptic vibration feedback for immersive responses to in-game events, such as impacts or alerts, and the orb's LED system, which cycles through colors to indicate player identification in multiplayer setups or battery status via blinking patterns. The controller connects wirelessly via Bluetooth, supporting up to four units simultaneously, and charges through a mini-USB port with a built-in rechargeable lithium-ion battery offering up to 10 hours of continuous use. Technical specifications encompass dimensions of approximately 200 mm in height by 46 mm in diameter and a weight of about 145 g, ensuring portability. When paired with the navigation controller, the motion controller operates in a sub-controller mode, providing combined input for traditional control schemes alongside motion features.[1][8][7] The PlayStation Move navigation controller serves as a secondary, one-handed input device intended to augment the primary motion controller by providing conventional control elements for movement and interface interaction. Its design is compact and ergonomic, featuring a curved, rectangular form factor similar to half of a traditional gamepad, equipped with a left analog stick for precise analog input, a directional pad below it, standard PlayStation face buttons (triangle, circle, square, and cross), a central PS button for accessing system menus, and L1/L2 shoulder buttons for additional actions. This layout allows users to manage on-screen navigation without interrupting motion-based gameplay conducted with the main controller.[2][1] Unlike the motion controller, the navigation controller lacks advanced sensor technology such as gyroscopes or accelerometers, focusing instead on button and stick inputs while depending on the paired motion controller for any motion-related data in combined use. It connects wirelessly via Bluetooth to the PlayStation 3 console and must be paired with the motion controller to support full six-degrees-of-freedom (6DOF) tracking in compatible applications. Primary functions include controlling character locomotion, adjusting camera views, and handling menu selections, enabling a hybrid input scheme where one hand performs gestures and the other manages directional controls.[9][10] Technically, the controller uses Bluetooth 2.0 for connectivity and features a built-in rechargeable lithium-ion battery (3.7 V, 490 mAh) charged through a mini-USB port, offering several hours of operation depending on usage intensity, with full charging typically taking 2-3 hours. Its dimensions measure approximately 138 mm in height by 42 mm in width, with a lightweight build of about 95 grams, making it comfortable for extended sessions in the left hand. Limitations include the absence of a visual tracking orb for independent positioning, no support for vibration feedback, and reduced suitability for precise motion gestures, as it prioritizes navigational support over standalone motion input.[4][9]

Camera and accessories

The PlayStation Eye camera serves as the primary visual tracking device for the PlayStation Move system, connecting via USB 2.0 to the console with a cable length of approximately 2 meters. It captures video at a maximum resolution of 640 × 480 pixels at 60 frames per second or 320 × 240 pixels at 120 frames per second, enabling low-latency motion capture suitable for gaming. The camera features a fixed-focus lens with an f-number of 2.8 and a focal length of 4.15 mm, offering a field of view adjustable between 56° and 75° via a lens angle selector for optimized tracking distances. Dual built-in stereo microphones support voice input, while the sensor operates in low light conditions down to 8 lux, with onboard processing for noise reduction and high dynamic range. An infrared cut filter ensures accurate color reproduction for visible light tracking, distinguishing it from unmodified webcams used in DIY applications. The 2010 model bundled with Move represents an iteration over the earlier 2007 PlayStation Eye, with refined ergonomics including a clip-on stand for flexible mounting, though resolution remains consistent at 640 × 480 pixels. The tracking mechanism relies on computer vision algorithms processed by the console to detect and analyze the illuminated orb on the Move motion controller, calculating its 3D position, orientation, and velocity in real time for precise 1:1 motion mapping. By monitoring the orb's size, shape, and RGB color variations—adjustable to distinguish multiple units—the camera determines depth and spatial coordinates within a single frame, achieving sub-millisecond latency at 60 Hz. This optical input complements the controller's internal inertial sensors, enabling hybrid tracking that supports up to four motion controllers simultaneously in compatible games, limited by Bluetooth pairing capacity. The system requires line-of-sight between the camera and controllers, with the orb's brightness adapting to ambient light for robust detection across room-scale play areas. Several official accessories enhance the Move ecosystem, starting with the PlayStation Move Charging Station, a dock that simultaneously recharges up to two motion controllers via their mini-USB ports, providing convenience for extended sessions without interrupting gameplay. The PlayStation Move Sharp Shooter is a gun-shaped attachment that securely houses one motion controller in the main grip and a navigation controller in the secondary slot, featuring an adjustable stock, ergonomic trigger lock, and pump-action slide for immersive first-person shooter experiences. Similarly, the PlayStation Move Racing Wheel attaches to a motion controller to simulate steering, incorporating a full 900° rotation range, integrated gas and brake pedals, paddle shifters, and vibration feedback for racing simulations. These peripherals often incorporate or replace the navigation controller's functionality, offering alternative input configurations for specific genres without requiring additional standalone sub-controllers. The PlayStation Eye is essential for core Move functionality on the PS3, as inertial-only tracking lacks the precision for absolute positioning. On PS4, the upgraded PlayStation Camera—featuring 1280 × 800 resolution at 60 fps and dual wide-angle lenses—provides backward compatibility for Move titles, maintaining orb detection while adding IR emitters for VR headsets. For PS5, Move support requires the PS4 Camera paired with an official adapter to connect via the console's front USB ports, as the native PS5 HD Camera lacks compatibility for legacy optical tracking. Setup involves connecting the camera to a USB port on the console and positioning it centrally at eye level, approximately 1.5 to 2 meters from the play area to capture full-body movement without obstructions. Calibration occurs through the system's settings menu or in-game prompts, where users point the motion controller at the screen to register the orb, adjust brightness, and perform a reset gesture—such as holding the PS button—to align the tracking coordinate system with the player's viewpoint. Software automatically fine-tunes for room lighting and camera angle, with recommendations to minimize glare from windows or screens for optimal accuracy.

Development and release

Announcement and naming

The PlayStation Move originated as Sony's strategic response to the widespread success of Nintendo's Wii console and its innovative motion controls, which had captured a broad casual gaming audience since 2006, prompting Sony to develop a similar yet more precise system for the PlayStation 3. Development accelerated in 2008, leveraging advancements in affordable inertial sensors and gyroscopes to create a controller that could translate physical movements into on-screen actions with sub-millimeter accuracy. At the Electronic Entertainment Expo (E3) in June 2009, Sony first publicly unveiled the project, initially codenamed internally as "Move" and presented under the working title "PlayStation Motion Controller," with a prototype device dubbed "The Wand" demonstrated alongside the PlayStation Eye camera for optical tracking.[11][12][13] The naming process evolved through several iterations as Sony refined its branding to emphasize intuitive motion gaming. Early rumors in January 2010 suggested the device might be called "PlayStation Arc," stemming from a trademark filing Sony submitted in Japan the previous month, which evoked the controller's glowing orb design. However, by March 2010 at the Game Developers Conference (GDC), Sony officially renamed it "PlayStation Move," selected to convey dynamic energy and player immersion in gaming, distancing it from the more generic "Motion Controller" label while highlighting its core functionality. This final name was chosen to position the product as an evolution in motion technology, integrating seamlessly with the rebranded PlayStation Eye camera, originally known simply as EyeToy, to form a complete ecosystem.[14][15][16] Sony provided a comprehensive reveal of PlayStation Move at E3 2010, showcasing updated prototypes, live demonstrations of precision-based interactions, and its superiority in accuracy over competitors like the Wii Remote and the newly announced Xbox Kinect. The event emphasized Move's 1:1 motion tracking capabilities, enabled by a combination of inertial sensors and the PlayStation Eye's infrared detection, allowing for nuanced gestures in high-definition environments. Branding elements introduced included a sleek logo featuring the "Move" wordmark with an abstract motion trail, and the marketing tagline "This Changes Everything," underscoring Sony's vision of transforming traditional controller-based gameplay into fully immersive physical experiences.[17][18][17]

Launch and promotion

The PlayStation Move launched globally in 2010, beginning with Europe and PAL territories on September 15, followed by North America on September 19, and Japan on October 21.[4][17] The initial pricing in North America set the starter bundle at $99.99, which included one motion controller, the PlayStation Eye camera, and the Sports Champions game.[17] Standalone options were available at $49.99 for the motion controller and $29.99 for the navigation controller, with sub-bundles combining the motion and navigation controllers for $74.99.[19] Sony offered various bundle packages to cater to different consumers, including a full starter bundle for new users and add-on packs for existing PlayStation 3 owners.[20] These were distributed through major retailers with a phased rollout starting in late September to align with the holiday shopping season and manage initial supply.[17] Promotion efforts emphasized immersive motion gaming through television advertisements featuring the fictional Sony executive Kevin Butler, who highlighted the controller's precision in sports and action scenarios as part of the "It Only Does Everything" campaign.[21] Sony partnered with developers for over 30 launch titles, including Sports Champions and EyePet, and coordinated in-store demonstrations at retailers to showcase gameplay.[20] Additional marketing tied Move to PlayStation 3 Slim bundles and included cross-promotions, such as a Subway restaurant campaign with in-store signage, online contests, and national TV spots offering prizes like Move hardware.[22] Regional variations featured delayed launches in select markets, such as Latin America in November 2010, to accommodate local distribution.[23] In some regions, promotions bundled Move with high-profile titles like Gran Turismo 5 to leverage its November release and motion control support.[24]

Hardware revisions

In 2017, Sony released a revised version of the PlayStation Move motion controller, updating the charging port from Mini USB to Micro USB for better compatibility with modern cables and devices.[25] This model also featured a larger 1900mAh battery, extending usage time compared to the original design.[26] However, the revised controllers are not backward-compatible with the PlayStation 3 console.[26] For PlayStation 4 compatibility, the original PlayStation Move controllers received full support through system software updates starting in 2013, allowing seamless integration with PS4 games and the PlayStation Camera.[27] To address charging differences, official charging stations were made available with adapters for the DualShock 4 controller's Micro USB port, enabling users to charge Move controllers alongside the standard gamepad.[28] On the PlayStation 5, backward compatibility for PlayStation Move controllers was confirmed in October 2020, supporting nearly all PS4 games that utilize the hardware, including PlayStation VR titles.[29] To enable use of the original PlayStation Camera on PS5 for tracking, Sony released a dedicated adapter in 2021, which connects the camera to the console's USB ports and restores full functionality for Move-based experiences.[27] Additional enhancements included firmware updates to the controllers that improved tracking accuracy, particularly in low-light conditions and during rapid movements, as part of broader PS4 system software improvements in 2017.[30] The motion controller's illuminated orb, powered by RGB LEDs, supports a full spectrum of colors for enhanced visibility, with games often assigning distinct hues to differentiate multiple players in multiplayer modes.[3] Production of new PlayStation Move hardware concluded after the PS4 era, with no further models released beyond the 2017 revision, though existing stock and third-party alternatives remain available for purchase.[27]

Software support

Compatible games

At launch in September 2010, PlayStation Move supported a core set of titles optimized for the motion controller on the PlayStation 3, including Sports Champions, which featured 1:1 motion controls for mini-games like tennis, archery, table tennis, volleyball, boxing, and golf; EyePet, a virtual pet simulation using augmented reality and gesture recognition; and The Shoot, a light gun-style shooter relying on precise pointing mechanics.[20][31] Other launch window games included Start the Party!, a collection of party mini-games emphasizing full-body motion; Kung Fu Rider, an action title with vehicle-based gesture controls; and The Fight: Lights Out, a boxing simulator using punch detection.[1] By the end of 2010, over 75 PS3 games had been released or were in development with Move compatibility, expanding the initial lineup of approximately 30 announced titles.[32][20] The library spanned multiple genres, with sports titles like Sports Champions and Tiger Woods PGA Tour 11 leveraging the controller's gyroscope and accelerometer for realistic swings and aiming.[31] Action-adventure games, such as Heavy Rain's Move Edition, incorporated gesture-based interactions for interrogations and environmental puzzles, enhancing narrative immersion without requiring full motion overhauls.[20] Shooters like Killzone 3 utilized the Move's sub-millimeter precision for off-screen pointing and aiming, simulating a light gun experience in first-person combat.[17] Rhythm games, including Dance on Broadway and Michael Jackson: The Experience, tracked dance moves and poses for timing-based gameplay, often paired with the PlayStation Eye camera for full-body input.[33] Not all PS3 titles received Move support; compatibility was limited to those specifically patched or developed with motion features, excluding many standard controller-only releases.[32] While PS3 titles are not natively playable on PlayStation 4 or 5, they can be accessed via cloud streaming through the PlayStation Plus Premium service (formerly PlayStation Now), though without support for PlayStation Move controllers.[27][34] Move controllers are compatible with many native PS4 and PS5 games that include motion-enhanced mechanics, such as Dreams, where players used Move for intuitive sculpting and animation in a creation sandbox; Just Dance series entries, employing gesture tracking for dance routines; and Sportsfriends, featuring party games like Johann Sebastian Joust that relied on controlled motion to avoid detection.[35] Across generations, more than 100 games incorporated Move-specific features like gesture controls and 1:1 mapping, though support remained selective rather than universal.[36] Sony provided developers with the PlayStation Move SDK, a software development kit including calibration APIs to enable precise 1:1 motion tracking and integration with the PlayStation Eye for positional data.[37] This toolkit facilitated custom implementations, such as vibration feedback for impacts in sports simulations or tilt-based navigation in shooters, ensuring seamless hardware-software synchronization.[38]

Integration with PlayStation VR

The PlayStation VR (PSVR), launched in October 2016, positioned the PlayStation Move controllers as the primary input method for hand tracking in virtual reality experiences on the PlayStation 4 console. These controllers, paired with the PlayStation Camera, enabled six degrees of freedom (6DoF) tracking for both the headset and hands, allowing users to perform natural gestures and interactions in immersive environments. The Move's light sphere and inertial sensors facilitated precise positional and rotational tracking, making it essential for many VR titles that emphasized physical movement over traditional DualShock 4 controls.[39] Several flagship PSVR games highlighted the Move's role in delivering engaging VR gameplay. For instance, Job Simulator utilized the controllers for direct hand manipulation of virtual objects, simulating everyday tasks in a humorous, physics-based world.[40] Beat Saber, a port of the popular rhythm game, required two Move controllers to wield virtual lightsabers, slicing through blocks in time with music for a highly physical experience.[41] Blood & Truth, a cinematic action shooter developed by Sony London Studio, demanded Move controllers for dual-wielding firearms and performing contextual gestures, enhancing the sense of embodiment in its narrative-driven missions.[42] Astro Bot Rescue Mission incorporated Move support alongside DualShock 4 for gadget-based interactions, such as punching enemies or deploying tools, across its 26-level platforming adventure.[43] In total, more than 50 PSVR titles leveraged the Move controllers for core mechanics, underscoring their widespread adoption in the platform's library.[44] To ensure compatibility with the PlayStation 5 console released in 2020, Sony provided a free PlayStation Camera adapter in early 2021, allowing the original PS Camera—required for Move and PSVR tracking—to connect via the PS5's front USB ports.[45] Additionally, PS5 firmware updates facilitated seamless Bluetooth pairing for Move controllers, enabling them to function with PSVR content through a simple USB connection for initial setup and charging.[27] These adaptations maintained the Move's viability for VR on the newer hardware without necessitating full replacements, and as of November 2025, support continues for PSVR games on PS5 via backward compatibility. The Move controllers offered distinct advantages in PSVR, particularly their 1:1 gesture recognition, which translated real-world motions into accurate in-game actions, fostering intuitive control in titles focused on physicality and immersion.[39] However, they also presented limitations, such as the absence of individual finger tracking, which restricted more nuanced interactions compared to later VR input methods.[46] With the introduction of PlayStation VR2 in February 2023, reliance on Move controllers diminished in favor of the new PSVR2 Sense controllers, which integrated inside-out tracking, adaptive triggers, and haptic feedback for enhanced VR experiences on the PS5.[47] Despite this shift, legacy support persisted, allowing PSVR1 games utilizing Move controllers to run on PS5 via backward compatibility, preserving access to the original ecosystem.[48]

Reception and legacy

Critical reception

Upon its launch in 2010, PlayStation Move received generally positive reviews from critics, who praised its precise motion tracking capabilities compared to the Nintendo Wii Remote. IGN awarded the hardware an 8.5 out of 10, highlighting its potential as "the best motion control system on the current crop of consoles" due to sub-millimeter accuracy enabled by the PlayStation Eye camera and the controller's glowing orb for visual tracking.[49] Eurogamer's Digital Foundry analysis described Move as a "very cool piece of kit" with an "impressive" combination of accuracy and versatility, outperforming the Wii MotionPlus in technical demos involving 3D positioning and gesture recognition.[50] However, reviewers noted drawbacks, including a limited launch game library that failed to fully showcase its strengths and a high cost exceeding $100 for the full setup, which included the motion controller, navigation controller, and camera.[51] Hardware aspects drew mixed feedback, with the motion controller's tracking lauded for its responsiveness in games like Sports Champions, where GameSpot gave the title a 7.5 out of 10 for effectively utilizing full-body movements.[52] The navigation controller was often criticized as awkward and unnecessary for many experiences, resembling an oversized gamepad that complicated dual-handed interactions.[53] The orb design was iconic for aiding camera-based detection but sometimes seen as gimmicky, potentially distracting in darker environments or non-motion-focused titles.[54] With the release of PlayStation VR in 2016, Move controllers were repurposed as primary input devices, enhancing immersion in VR titles through 6DoF tracking when paired with the updated PlayStation Camera. Critics appreciated their role in games like Robinson: The Journey, where the motion controls allowed intuitive interactions with the environment, contributing to the game's Metacritic score of 71 and praise for "unparalleled" immersion in Crytek's dinosaur-filled world. However, reception was mixed regarding ergonomics for extended sessions, with some reviews noting tracking limitations and discomfort from the controllers' weight and button layout during prolonged VR use.[55] Overall, PlayStation VR's bundle, which included Move controllers, earned a Metacritic aggregate of 72, reflecting solid but not revolutionary performance in motion fidelity compared to rivals like Kinect, where Move excelled in precision but lagged in full-body sensing. Move-supported VR titles generally averaged 70-80 on Metacritic, with improved perception over time as developers optimized for the system, though it was critiqued for fading relevance amid newer tracking technologies.[56]

Commercial performance

The PlayStation Move achieved strong initial commercial success following its September 2010 launch for the PlayStation 3. By November 30, 2010, Sony reported that over 4.1 million units had been sold worldwide, marking a rapid adoption rate in the emerging motion control segment.[57] This performance boosted the PS3's attach rate, particularly during holiday seasons, as bundles helped drive console sales. For instance, 75% of Move units sold in the United States were part of bundles, including the Sports Champions package, which played a key role in early momentum. Sales continued to grow in the PS3 era, with Sony announcing over 8 million units shipped to retailers by April 2011. By June 2011, cumulative sales reached 8.8 million controllers worldwide. These figures positioned Move as a competitive player in the motion control market, initially neck-and-neck with Microsoft's Kinect in late 2010, though Kinect ultimately outsold it with over 24 million units lifetime.[58] Move captured a notable 20-25% share of the console motion controller market during 2010-2012, contributing to over 7 million motion-enabled PS3 bundles overall. The 2016 launch of PlayStation VR significantly extended Move's commercial viability, as the controllers were essential for tracking in many VR titles. Sales of Move units surged 305% immediately after the PSVR announcement. PSVR itself sold approximately 5 million units worldwide by early 2020, with Move integrated into the majority of setups to enable immersive experiences.[59] Despite this VR-driven resurgence, Move's standalone popularity waned due to competition from Kinect and the later shift to the DualSense controller for PS5, leading to discontinued production of non-VR variants around 2018 while resale markets remained active for legacy support.[60]

Therapeutic and other applications

The PlayStation Move motion controllers have found application in recreational therapy, particularly for physical rehabilitation following stroke. Therapists have incorporated arm motion exercises using the controllers into programs, leveraging games that require precise upper extremity movements to encourage repetitive practice. A 2012 review of exercise-based videogames highlighted the potential of systems like PlayStation Move to improve motor skills in stroke patients by eliciting higher levels of voluntary movement compared to traditional methods, with participants showing enhanced upper limb function after sessions focused on controlled gestures.[61] In medical integrations, PlayStation Move has been adapted for specialized rehabilitation programs through collaborations with healthcare providers. For instance, the FEATHERS (Functional Engagement in Assisted Therapy through Exercise Robotics) system, developed by researchers at the University of British Columbia in partnership with rehabilitation centers, uses modified PlayStation Move controllers and camera for bimanual upper limb exercises in children with cerebral palsy, demonstrating feasibility for home-based therapy to promote functional gains. Extensions to virtual reality therapy via PlayStation VR have supported immersive environments for psychological conditions, including exposure therapy for PTSD, where motion tracking aids in controlled simulations of traumatic scenarios to reduce symptoms under clinical supervision.[62] Educational applications of PlayStation Move emphasize motion-based learning in classroom settings, enabling interactive simulations for subjects like history or science through physical gestures. For example, controllers facilitate group activities where students mimic historical reenactments or anatomical movements, enhancing engagement and kinesthetic understanding. Accessibility features, such as adjustable sensitivity and vibration feedback, support disabled students by allowing customized input for inclusive participation in these exercises.[63] Research examples underscore the device's role in targeted interventions. A 2013 study evaluated PlayStation Move for upper extremity rehabilitation in clinical settings, finding it suitable for tracking movements in patients recovering from conditions like stroke or burns, with kinematic analysis showing accurate capture of joint ranges for progress monitoring. Non-commercial applications include custom apps for elderly fitness, where Move-based exergames promote balance and coordination; one analysis noted improved adherence and physical outcomes in older adults using simple motion routines, though results varied by individual mobility.[64][65] Despite these benefits, PlayStation Move is not medically certified as a therapeutic device and lacks FDA approval for clinical use, limiting its standalone application. Therapeutic efficacy typically requires professional supervision to ensure safety and adapt exercises to patient needs, preventing overexertion or improper form.[66]

Current status

As of 2025, PlayStation Move controllers retain full backward compatibility with the PlayStation 5 console, enabling their use in supported PS4 games and PlayStation VR titles.[27][5] They remain essential for playing certain PlayStation VR (PSVR1) games on PS5, which requires a camera adapter to connect the original PS Camera to the console.[5][67] Sony has discontinued production of new PlayStation Move controllers, shifting focus to newer hardware like the DualSense and PSVR2 Sense controllers.[3] However, used and refurbished units are readily available on resale platforms, typically priced between $20 and $50 per controller.[68][69] Third-party clones, such as the MHL416 wireless motion controller, have emerged to provide compatible alternatives for PS4 titles and backward-compatible PS5 experiences.[70] The modding community sustains PlayStation Move's relevance through active open-source projects, including PSMoveServiceEx, which facilitates integration with PC VR setups via SteamVR for tracking and input emulation.[71] This enables fan-driven extensions of legacy PS3-era games and broader PC compatibility using emulators.[72] No new official hardware revisions or software support for PlayStation Move have been announced by Sony in 2025, though legacy VR titles continue to be playable on supported systems.[73][5] Looking ahead, PlayStation Move occupies a niche role in budget VR configurations, particularly for older PSVR1 libraries, as Sony prioritizes advanced controllers like those in the PS5 Pro ecosystem and PSVR2.[74][75] User experiences highlight its enduring utility for motion-based gameplay, tempered by occasional setup challenges in modern environments.[3]

References

User Avatar
No comments yet.