“Fruit Golf: An Asymmetrical Shared Space VR/Mobile Experience” by Nilsson, Nilsson, Russell, Costa, Pieters, et al. …
Conference:
Type(s):
Entry Number: 04
Title:
- Fruit Golf: An Asymmetrical Shared Space VR/Mobile Experience
Program Title:
- Immersive Pavilion
Presenter(s):
Description:
While the global COVID-19 pandemic did not catalyze widespread adoption of virtual reality (VR) technologies across all industries as some had anticipated, studies like Hall et al. from 2022 have demonstrated that public valuation of VR remains strongly in gaming, entertainment, and socializing [Hall et al., 2022].
As we look towards a future in which indoor gatherings with friends and family are safe and encouraged once again, there is an opportunity to position VR gaming as a go-to add-on to social gatherings by emphasizing ease of access for players of all levels of experience, and designing gameplay that encourages engagement rather than isolation in shared space.
Fruit Golf aims to use an asymmetric multiplayer format to offer an experience that spans collaborative and competitive experiences, and allows players to seamlessly interact with VR, mobile, and physical spaces in ways that most will have never seen before.
References:
- Lynne Hall, Samiullah Paracha, Nicole Mitsche, Tom Flint, Fiona Stewart, Kate MacFarlane, Gill Hagan-Green, Yvonne Dixon-Todd, 2022. When will immersive virtual reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents, and experts. PRESENCE: Virtual and Augmented Reality, 28, 169–201.
- Scott Foreester, Brent Beggs, 2001. An exploratory analysis of the leisure experience of individuals in a simulated golf environment. Illuminare, 7(1), 39-55.
- Alok Govil, Suya You, Ulrich Neumann, 2000. A video-based augmented reality golf simulator. In Proceedings of the Eighth ACM Conference on Multimedia, ACM, 489-490.