# right stick

> PlayStation game controller analog stick button

**Wikidata**: [Q101869672](https://www.wikidata.org/wiki/Q101869672)  
**Source**: https://4ort.xyz/entity/right-stick

## Summary
The right stick is the clickable analog stick button located on the right side of every PlayStation game controller, functioning both as a directional input and as a push-button (R3) when pressed. It belongs to the “clickable analog stick” hardware class and is formally catalogued as a PlayStation game controller button.

## Key Facts
- Classified as a PlayStation game controller button (instance_of) and a subclass of “clickable analog stick.”
- Official icon file: PlayStation_button_analog_R.svg on Wikimedia Commons.
- Commonly aliased as “right analog stick button,” “right analog stick,” “кнопка правого аналогового стика,” “правый аналоговый стик,” and “кнопка правого стика.”
- Differentiated from the R3 button; the stick itself is the hardware component, whereas R3 refers to the click action.
- Found inside every generation of PlayStation controllers, including the DualSense (PlayStation 5) which has 7 sitelinks documenting the controller family.

## FAQs
### Q: Is the right stick the same as the R3 button?
A: No. The right stick is the physical analog stick; pressing it activates the R3 button signal, so R3 is the click function, not the stick itself.

### Q: Which controllers include a right stick?
A: Every PlayStation console controller from the DualShock series onward, including the current DualSense for PlayStation 5, incorporates a right stick.

### Q: Can the right stick be used for anything besides camera control?
A: Yes. Developers can map movement, menu navigation, or any analog function to the right stick; clicking it triggers an additional digital command (R3).

## Why It Matters
The right stick transformed console input by adding fluid, 360-degree analog control without extra face buttons. Introduced in the DualShock line, it standardized two-stick layouts that modern 3-D games rely on for camera and character control. Because the stick is also clickable, it doubles as an unobtrusive extra button, freeing up the player’s thumbs and keeping the top face uncluttered. This dual-role design has become an industry norm, influencing controllers across platforms. For players, the right stick means precise aiming, smooth camera work, and an additional input option within easy reach; for developers, it offers an extra control axis and button without adding hardware complexity. Its presence in every PlayStation controller ensures continuity across generations, making it a cornerstone of Sony’s human-interface ecosystem.

## Notable For
- First-party Sony hardware component present in every DualShock and DualSense controller.
- Combines full analog X-Y axis movement with digital click functionality in one module.
- Distinct naming convention separates the physical stick from its click action (R3), avoiding ambiguity in hardware and software documentation.
- Icon file is explicitly catalogued on Wikimedia Commons, giving it rare visual documentation among internal controller parts.
- Supports multiple languages and aliases, reflecting global standardization across markets.

## Body
### Physical Design
The right stick is a self-contained analog module mounted on the right-hand side of the controller’s top surface. It uses two potentiometers or Hall-effect sensors to translate tilt into X and Y axis voltages, outputting a continuous range rather than simple on/off states. A tactile switch beneath the stick shaft registers the downward click, sending the R3 digital signal.

### Integration Across Generations
Sony introduced the clickable right stick with the original DualShock in 1997 and has retained the component in every subsequent first-party pad. The DualSense revision keeps the same electrical footprint, ensuring backward compatibility for the R3 function while updating the surrounding shell and grip geometry.

### Software Mapping
System-level drivers expose the right stick as two analog axes and one digital button. Game engines read values from −32768 to +32767 on each axis and a boolean for the click state, allowing simultaneous use of tilt and press inputs.