skip to main content
10.1145/2072298.2071908acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
short-paper

Socially relevant simulation games: a design study

Published:28 November 2011Publication 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.

References

  1. N. Ducheneaut and R. J. Moore. The social side of gaming: a study of interaction patterns in a massively multiplayer online game. In Proceedings of the 2004 ACM conference on Computer supported cooperative work, CSCW'04, pages 360--369, New York, NY, USA, 2004. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Y. Ishii, M. Awaji, and K. Watanabe. Stability of golf club motion and emg when swinging. In SICE-ICASE, 2006. International Joint Conference, pages 2344 --2347, 2006.Google ScholarGoogle ScholarCross RefCross Ref
  3. M. C. Juan, M. Alca\ niz, L. Gamberini, I. Zaragoza, and F. Martino. Shared virtual environment (sve): a framework for developing social games. In Proceedings of the international conference on Advances in computer entertainment technology, ACE'07, pages 258--259, New York, NY, USA, 2007. ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. B. Kirman, S. Lawson, and C. Linehan. Gaming on and off the social graph: The social structure of facebook games. In Computational Science and Engineering, 2009. CSE'09. International Conference on, volume 4, pages 627--632, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. T. Manninen. Interaction in networked virtual environments as communicative action: social theory and multi-player games. In Groupware, 2000. CRIWG 2000. Proceedings. Sixth International Workshop on, pages 154--157, 2000. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. J. Moizer and J. Lean. Toward Endemic Deployment of Educational Simulation Games: A Review of Progress and Future Recommendations. Simulation and Gaming, 41(1):116--131, 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. S. M. Nesbit. A three dimensional kinematic and kinetic study of the golf swing. Journal of Sports Science and Medicine, 4(4):499--519, 2005.Google ScholarGoogle Scholar
  8. S. M. Nesbit and R. McGinnis. Kinematic analyses of the golf swing hub path and its role in golfer/club kinetic transfers. Journal of Sports Science and Medicine, 8(2):235--246, 2009.Google ScholarGoogle Scholar
  9. L. P. Rieber, L. Smith, and D. Noah. The value of serious play. EDUCATIONAL TECHNOLOGY, 38(6):29--36, 1998.Google ScholarGoogle Scholar
  10. K. Watanabe and M. Hokari. Measurement of 3-d loci and attitudes of the golf driver head while swinging. Systems, Man and Cybernetics, Part A: Systems and Humans, IEEE Transactions on, 36(6):1161--1169, 2006. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. N. Yee, J. Bailenson, M. Urbanek, F. Chang, and D. Merget. The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments. CyberPsychology & Behavior, 10(1):115--121, 2007.Google ScholarGoogle ScholarCross RefCross Ref
  12. M. Zyda. From Visual Simulation to Virtual Reality to Games. Computer, 38(9):25--32, 2005. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Socially relevant simulation games: a design study

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        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

        Copyright © 2011 ACM

        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]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 28 November 2011

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • short-paper

        Acceptance Rates

        Overall Acceptance Rate995of4,171submissions,24%

        Upcoming Conference

        MM '24
        MM '24: The 32nd ACM International Conference on Multimedia
        October 28 - November 1, 2024
        Melbourne , VIC , Australia

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader