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  2. DualShock - Wikipedia

    en.wikipedia.org/wiki/DualShock

    The DualShock 4 (CUH-ZCT1 or CUH-ZCT2) is the PlayStation 4's controller. ... It can be charged using the console, using a dedicated charging station, ...

  3. PlayStation 4 technical specifications - Wikipedia

    en.wikipedia.org/wiki/PlayStation_4_technical...

    A mono headset, which can be plugged into the DualShock 4, comes bundled with the system. [66] Audio/video output options include HDMI and optical S/PDIF. [46] The PlayStation 4 does not have an analog audio/video output (if the user does not count the DualShock 4's 3.5 mm audio jack). [67]

  4. PlayStation - Wikipedia

    en.wikipedia.org/wiki/PlayStation

    The DualShock series consists of four controllers: the DualShock which was the fourth controller released for the PlayStation; the DualShock 2, the only standard controller released for the PlayStation 2, and the DualShock 3, the second and current controller released for the PlayStation 3, and the DualShock 4, which went through a massive ...

  5. PlayStation 3 accessories - Wikipedia

    en.wikipedia.org/wiki/PlayStation_3_accessories

    Like the Sixaxis, it is a wireless controller with a mini-USB port on the rear that is used for charging, as well as playing while charging. Released alongside new PlayStation 3 models in Japan on January 11, 2008, the DualShock 3 was initially available in Black and Ceramic White colors, matching the color options for the new console models. [2]

  6. PlayStation 4 - Wikipedia

    en.wikipedia.org/wiki/PlayStation_4

    The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment.Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013, in Europe, South America, and Australia, and on February 22, 2014, in Japan.

  7. PlayStation controller - Wikipedia

    en.wikipedia.org/wiki/PlayStation_controller

    Ken Kutaragi recounted the designing of the controller: . In development, we simulated every possible joypad situation. We imagined what it would be like to have to continually put the pad down while mapping a game, or playing while lying on the floor, and many other cases.