What does virtual reality bring to sport?

The concept of virtual reality was first discussed in the 1950s by American Morton Heilig, who wrote of an “Experience Theatre”. His invention, dubbed the “Sensorama”, built in 1962, allowed users to choose from 5 short films, that engaged all five senses. However, it wasn’t until the late 2010s that VR really took off. Facebook purchased VR company Oculus Rift in 2014 for a reported $3 billion, to be used in their creation, the Metaverse, and Sony announced the Playstation VR in 2014. By 2016, 230 companies were in development for a VR product, such as Amazon, Microsoft and Google. But how does this new technology impact sport?

Virtual reality has been used as a training aid for sports such as golf, athletics, skiing and cycling. It is used to measure athletic performance as well as analysing technique and is designed to help with both of these. It is also used to help with clothing/equipment design and as part of a drive to improve the audience’s experience (VR Society, 2023). However, VR limits team building as athletes train themselves using VR. This is something that should be considered for the betterment of the new technology in sport.

Brownlee (2023) discusses the potential impact of VR in helping athletes. He talks about the English 2003 Rugby World Cup winning team, and how hooker Steve Thompson can’t remember playing in the match due to chronic traumatic encephalopathy and early-onset dementia. VR can help athletes in more physical sports such as rugby and gridiron football disciplines with an increased risk of head injuries such as concussions, by allowing safe, repeatable training tasks, which will mitigate the risk of sustaining injuries, but costs in-person training. However, this is something clubs should consider, as player safety is paramount in a clubs success to not only operate as a business but succeed as a sports team.

The below video analyses VR:

via INCISIV on YouTube

Virtual Reality can also be an important tool for fans. Neumann (2018) offers an insight into the benefits of VR for fans. He discusses the how the technology can be used for fans to watch matches at home, using the VR headset to feel as if they are actually at the game. They can also use VR to be a player and play in matches with virtual fans surrounding them. There are several strengths to VR, such as immersive simulation, precision training and remote coaching for players as well as fans with a keen interest in the sport, but there are also many weaknesses, such as lack of physical interaction, motion sickness and high costs (Kim, 2018)

The below article analyses how VR is the future of football:

https://www.skysports.com/football/news/11095/12927871/future-of-football-how-vr-ar-and-the-metaverse-could-change-the-fan-experience-beyond-recognition

In conclusion, VR poses as a significant advancement in the way players train, as well as how fans interact with their teams. It offers rehabilitation for head injuries, assists with remote training and allows fans to watch matches from the comfort of their own home whilst feeling like they are still actively involved in the game. However, it is not without its weaknesses. It can limit physical interaction, limit team building and cause illness. Whilst it is seemingly the next step in how sport in consumed, regulatory bodies should consider limited its use, as it could cause more harm than good.

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