VR Sports Games
An Overview
Bibliographic Data
| ID | 19595148 |
|---|---|
| Authors | Lu Zhouxiang (0000-0002-6282-5329, National University of Ireland, Maynooth, corresponding author) |
| Year | 2024 |
| Volume | 3 |
| Issue | 3 |
| Pages | 245-265 |
| Publication date | 2024-09-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Asian Journal of Sport History & Culture (JOURNAL) |
| Journal identifiers | ISSN: 2769-0148 • E-ISSN: 2769-0156 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/27690148.2024.2351216 |
| OpenAlex | W4400416373 |
| Language | EN |
This article provides an overview of the history of VR sports games and offers insights into the interaction and integration between real-world sporting events and VR games. Additionally, it reveals the challenges associated with VR gaming technology and VR sports games. Overall, motion-control based VR sports games blur the lines between the virtual and real sport, providing new options for participating in sports, fitness activities and competitions. They offer opportunities for individuals to explore and learn sports that may have been inaccessible to them otherwise. Furthermore, VR sports games have been increasingly integrated into international sporting events, paving the way for a new direction in the future development of both sports and video games. As computer and information technology advances, VR sports video games are creating innovative avenues for entertainment, physical exercise and sports competition
Human–computer interaction · Multimedia · Artificial Intelligence in Games · Computer Science · Human Motion and Animation · Virtual Reality Applications and Impacts
| Citation velocity | historical |
|---|---|
| Highly cited | No |