Virtual sports

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Virtual Sports are electronic games that generate visual feedback on a display device. Inspired by real sports these games originated from fantasy sports that were drawn using paper and pencil. The use of computers has transformed these fantasy sports from being mostly played by a group of friends or acquaintances in a local community to potentially being anonymously played from around the world.

The first time Virtual Sports were used on a computer was in 1961, in an early form of fantasy baseball coded for an IBM 1620 computer by John Burgeson. It allowed two teams to play one another using random number generation and player statistics to determine a game's outcome, including a play-by-play description.[1][2] The game was coded for a computer with only 20 KB in computer memory and was entirely self-contained.

Modern computers with motion capture technologies can produce more complex sports animations.

The term "virtual sports" is often use used to describe software simulations of sports used for betting purposes. Some betting house and racinos use this kind of software because clients use to bet more than with the normal sports.[3]

Gambling sector introduced virtual sports in order to satisfy unmet demand of betting events. This complementary product is growing at the same time as gambling industry.[4]

Soon, virtual reality and virtual sports will become an everyday tool, used in aid to conquer limitations.[5] It is currently being used in other countries to get as physical activity to improve health.[6] Virtual reality has also come to be beneficial in the business world. It improves trust and assesses a sense of membership which improves attitudes when making deals.[7]

References[edit]

  1. ^ A paper on this is available on Wikipedia under the name File:1620 baseball.pdf and also at the website http://www.burgy.50megs.com/bbc.htm.
  2. ^ Kalb, Bess. "The Lost Founder of Baseball Video Games". Grantland. Retrieved 10 April 2012.
  3. ^ Debnath, Sandip; Pennock, David M.; Giles, C. Lee; Lawrence, Steve (2003-06-09). Information incorporation in online in-Game sports betting markets. ACM. pp. 258–259. doi:10.1145/779928.779987. ISBN 978-1581136791.
  4. ^ "Here's How Virtual Sports Can Help The Sports Betting Industry". Play USA. 2017-12-11. Retrieved 2018-06-26.
  5. ^ Sánchez Pato, Antonio, and Joshua D. Remilllard. "eSport: Towards a Hermeneutic of Virtual Sport." Cultura_ciencia_deporte, vol. 13, no. 38, 2018, pp. 137-145.
  6. ^ Yukselturk, Erman, Hasan Erbay, and Mehmet Kutlu. "Motion Capture Technology in Sports Science: 3D Virtual Sports Platform with Kinect." Turkish Journal of Sports Medicine, vol. 52, no. 4, 2017, pp. 155-162.
  7. ^ Alonso-Dos-Santos, Manuel, et al. "Engagement in Sports Virtual Brand Communities."Journal of Business Research, vol. 89, 2018, pp. 273-279.

[1] [2]

[3]

  1. ^ Sánchez Pato, Antonio, and Joshua D. Remilllard. "eSport: Towards a Hermeneutic of Virtual Sport." Cultura_ciencia_deporte, vol. 13, no. 38, 2018, pp. 137-145.
  2. ^ Yukselturk, Erman, Hasan Erbay, and Mehmet Kutlu. "Motion Capture Technology in Sports Science: 3D Virtual Sports Platform with Kinect." Turkish Journal of Sports Medicine, vol. 52, no. 4, 2017, pp. 155-162.
  3. ^ Alonso-Dos-Santos, Manuel, et al. "Engagement in Sports Virtual Brand Communities."Journal of Business Research, vol. 89, 2018, pp. 273-279.