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VR Sports Games

An Overview

Bibliographic Data

ID19595148
AuthorsLu Zhouxiang (0000-0002-6282-5329, National University of Ireland, Maynooth, corresponding author)
Year2024
Volume3
Issue3
Pages245-265
Publication date2024-09-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueAsian Journal of Sport History & Culture (JOURNAL)
Journal identifiersISSN: 2769-0148 • E-ISSN: 2769-0156
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/27690148.2024.2351216
OpenAlexW4400416373
LanguageEN

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 velocityhistorical
Highly citedNo

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Open DOIOpen Access
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