CRIWG '00 Proceedings of the 6th International Workshop on Groupware
The social side of gaming: a study of interaction patterns in a massively multiplayer online game
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Interacting with Computers
Shared virtual environment (SVE): a framework for developing social games
Proceedings of the international conference on Advances in computer entertainment technology
Gender-Specific Approaches to Developing Emotionally Intelligent Learning Companions
IEEE Intelligent Systems
Educational Games Design Issues: Motivation and Multimodal Interaction
WSKS '08 Proceedings of the 1st world summit on The Knowledge Society: Emerging Technologies and Information Systems for the Knowledge Society
Expert review method in game evaluations: comparison of two playability heuristic sets
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Gaming On and Off the Social Graph: The Social Structure of Facebook Games
CSE '09 Proceedings of the 2009 International Conference on Computational Science and Engineering - Volume 04
Critical review on video game evaluation heuristics: social games perspective
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Learning in Single-Versus Multiplayer Games: The More the Merrier?
Simulation and Gaming
Socially relevant simulation games: a design study
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Measurement of 3-D Loci and Attitudes of the Golf Driver Head While Swinging
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
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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.