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World of Golf: a socially relevant simulation game

Published: 04 September 2012 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 "World of Golf" SRSG utilizes a real-time expert system to capture, analyze, and evaluate golf swing metrics combining swing data with players' backgrounds, e.g., golf-handicaps, to form individual profiles. 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-PGM students.

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Cited By

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  • (2023)A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and OperationalisationProceedings of the ACM on Human-Computer Interaction10.1145/36110357:CHI PLAY(402-424)Online publication date: 4-Oct-2023
  • (2022)Economic effect of the golf simulation industry in Korea: an analysis based on the SVAR modelHumanities and Social Sciences Communications10.1057/s41599-022-01255-99:1Online publication date: 13-Jul-2022
  • (2020)Subtletee: Augmenting Posture Awareness for Beginner GolfersProceedings of the ACM on Human-Computer Interaction10.1145/34273324:ISS(1-24)Online publication date: 4-Nov-2020

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cover image ACM Conferences
FnG '12: Proceedings of the 4th International Conference on Fun and Games
September 2012
131 pages
ISBN:9781450315708
DOI:10.1145/2367616
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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Publication History

Published: 04 September 2012

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Author Tags

  1. mixed reality
  2. real-time capture
  3. serious games
  4. simulation
  5. social games
  6. social gaming
  7. sports

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Fun and Games '12
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  • iRit
  • Interaction-Design.org
  • SIGCHI
  • University of Toulouse
  • ruwido

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Cited By

View all
  • (2023)A Scoping Review of Heuristics in Videos Games Research: Definitions, Development, Application, and OperationalisationProceedings of the ACM on Human-Computer Interaction10.1145/36110357:CHI PLAY(402-424)Online publication date: 4-Oct-2023
  • (2022)Economic effect of the golf simulation industry in Korea: an analysis based on the SVAR modelHumanities and Social Sciences Communications10.1057/s41599-022-01255-99:1Online publication date: 13-Jul-2022
  • (2020)Subtletee: Augmenting Posture Awareness for Beginner GolfersProceedings of the ACM on Human-Computer Interaction10.1145/34273324:ISS(1-24)Online publication date: 4-Nov-2020

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