## 1 Introduction
### Gamepad as an Input and Haptic Device in VR  
Recent research shows that even a classic gamepad controller can be used and has its advantages as a control device in VR. Therefore, the gamepad may be a viable control interface even for more complex human-system interaction tasks. [PERSON] [25] discovered that the gamepad control method is faster and more comfortable compared to Leap Motion-based and gaze-directed locomotion techniques in VR worlds. The gamepad exhibited fewer tracking errors, resulted in lower workloads, and achieved a slightly higher usability score, as measured by the System Usability Scale. In the analysis of different methods of interaction and locomotion used in immersive environments, including point of interest, gamepad, teleport, and room-scale, gamepad obtained medium values in all three different aspects: presence, cybersickness and usability, especially standing out as the best alternative for interacting with static 3D interfaces [26]. During the research on immersion and cybersickness in walking interaction for immersive VR applications, no difference in immersion was observed between the gamepad and hand interface, and only march-in-place provided better immersion. Similar results were found in research where virtual locomotion tasks were evaluated, comparing gamepad with finger distance, finger number, and finger tapping gestures. The gamepad showed the greatest ease of learning and use, highest average locomotion speed, best subjective accuracy, and least fatigue, task completion time, and collisions compared to the other methods [27]. In a study comparing 3D virtual world navigation using a multi-touch device and a gamepad, experienced users performed significantly better with the gamepad than with the multi-touch device, compared to casual users who were often unfamiliar with gamepads. Overall, most users reported favoring the gamepad for 3D navigation [28]. This preference for gamepads is further supported by research comparing gamepads and natural user interfaces (NUIs), where participants described gamepads as being more precise, comfortable, familiar, and successful gaming controllers. Notably, gamepad sessions were much longer on average than NUI sessions, and participants frequently mentioned their experience with gamepad controllers. Anecdotal and empirical investigations continue to report that gamers are often more comfortable with, and perceive traditional gamepad systems as more natural [29]. Likewise, in comparisons between gamepad and naturally-mapped VR controllers, several users reported a preference for using gamepads due to their familiarity with the device [30]. The gamepad is the most commercially accepted, most accessible, and most widely used input device capable of providing haptic feedback, incorporating vibrotactile haptic actuators, most commonly in the grips. Given its widespread availability, user familiarity and experience with them, and ease of integration with various platforms, it should prove useful for providing haptic feedback in VR. This is especially important as haptic actuator technologies in gamepads are constantly evolving and are capable of providing much more sophisticated and realistic haptic effects, such as those found in the Sony DualSense controller (Sony Interactive Entertainment, Tokyo, Japan) [31] and the Nintendo Switch with HD Rumble (Nintendo Co., Ltd., Kyoto, Japan) [32]. However, there are certain challenges when it comes to implementing haptic feedback on a gamepad. The implementation of vibrotactile haptic feedback on a gamepad has long been used in video games, demonstrating positive impacts on player engagement and experience [33]. Still, this functionality is often underutilized and is used only in the form of simple vibration effects whose role is mainly emphasis. Most major console platforms have their own way of implementing haptic feedback and clear guidelines for its use cases, which is why platform-specific titles generally use this functionality to a greater extent compared to multiplatform games [34].