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URBAN FIFA: Augmenting Social Sports with Video Game Elements

Published: 23 October 2016 Publication History

Abstract

We present the design and evaluation of Urban FIFA, which explores the idea of bringing elements from the FIFA video game into a physical setting and how this affects the game experience. The design was realised by taking three core elements from FIFA15™; the game setup, the scoreboard and the soundscape, and applying these in a physical indoor football arena. Our evaluation focuses on how the installation altered the structural, social- and performative aspects of the experience, and suggests that implementing simple digital elements can significantly transform the experience of social sports. Moreover, our study suggests several future design opportunities and warrants further research on the effects of augmenting social sports with content and techniques appropriated from video games.

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Cited By

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  • (2022)Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978564(1-9)Online publication date: 10-Aug-2022
  • (2017)2K-RealityProceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences10.1145/3123514.3123529(1-8)Online publication date: 23-Aug-2017

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    NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction
    October 2016
    1045 pages
    ISBN:9781450347631
    DOI:10.1145/2971485
    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 the author(s) 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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    Published: 23 October 2016

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    Author Tags

    1. Augmented reality
    2. pervasive games
    3. social sports
    4. videogames

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    NordiCHI '16 Paper Acceptance Rate 58 of 231 submissions, 25%;
    Overall Acceptance Rate 379 of 1,572 submissions, 24%

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    • (2022)Virtual, Augmented, and Mixed Reality Interventions for Physical Activity: A Systematic Review2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978564(1-9)Online publication date: 10-Aug-2022
    • (2017)2K-RealityProceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music Experiences10.1145/3123514.3123529(1-8)Online publication date: 23-Aug-2017

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