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Usually when someone refers to "gesture controls" they're referring to a proxy motion that stands in for a standard button press. Essentially an unnecessary input scheme beyond being more satisfying to execute, like swinging a controller to represent a clubbing strike instead of just pressing a button.

Unfortunately it also refers to any sort of wild spastic flailing that is interpreted by the software as a series of inputs, not much different from rapid button mashing.

IMO, once you start using those gestures to accurately (key word) replace the directional input of an analog (other keyword, as in velocity sensitive) stick, is when things start getting a bit more intricate and go beyond the whole "proxy" motion for button presses. Motion velocity of the player should directly control the speed of the corresponding action on screen.

But with analog stick replacement controls for something like Geometry Wars, technically all one should have to do is move their index fingers or thumbs up/down, left/right since the game itself only records motion input on the X and Y axis. You shouldn't have to pantomime with elaborate hand movements, just little subtle finger movements.