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Socially relevant simulation games: a design study

Published: 28 November 2011 Publication History

Abstract

Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The SRSG, entitled "World of Golf", utilizes a real-time expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data with players' backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents who inherit the skill levels of their corresponding human users. The simulation and assessment modules provide the serious player with tools to build golf skills while allowing casual players to engage within a simulated social world. A framework that incorporates simulated golf competitions among these social agents is presented and validated by comparing the usage statistics of 10 PGA Golf Management (PGM) students with 10 non-professional students.

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Cited By

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  • (2024)Training and Certification of Competences through Serious GamesComputers10.3390/computers1308020113:8(201)Online publication date: 15-Aug-2024
  • (2012)World of GolfProceedings of the 4th International Conference on Fun and Games10.1145/2367616.2367626(83-92)Online publication date: 4-Sep-2012

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cover image ACM Conferences
MM '11: Proceedings of the 19th ACM international conference on Multimedia
November 2011
944 pages
ISBN:9781450306164
DOI:10.1145/2072298
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 November 2011

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Author Tags

  1. background assessment
  2. golf swing analysis
  3. real-time motion capture
  4. simulation
  5. social gaming

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  • Short-paper

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MM '11
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MM '11: ACM Multimedia Conference
November 28 - December 1, 2011
Arizona, Scottsdale, USA

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Overall Acceptance Rate 2,145 of 8,556 submissions, 25%

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Cited By

View all
  • (2024)Training and Certification of Competences through Serious GamesComputers10.3390/computers1308020113:8(201)Online publication date: 15-Aug-2024
  • (2012)World of GolfProceedings of the 4th International Conference on Fun and Games10.1145/2367616.2367626(83-92)Online publication date: 4-Sep-2012

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