4. The Future of Watching Sport in the Digital Age: Virtual Reality and Augmented Reality
Virtual reality (VR) and augmented reality (AR) perform two vastly different functions. VR replaces reality, transporting you elsewhere, while AR adds to the reality, displaying information onto your surroundings (Greenwald 2018). Â
According to Rynarzewska (2018, p. 472), âPhysical game attendance might be down (in the United States), but games and sport content remain overwhelmingly popular. The rise in technology usage has created new opportunities for marketers to serve sport consumers. One involves the introduction of virtual reality (VR)â. With crowds in some places in decline, more global sports audiences and the current COVID-19 pandemic along with the advances in technology, VR and AR are have become genuine possibilities for sport.
Within sports itself, research has indicated VR could be a useful addition to training and participation, with its ability to substitute or simulate weather and environmental conditions to suite desired needs (Neumann, et.al 2018). AR has already implemented into sports coverage, with the projected first down line in the NFL and puck tracking in the NHL a welcomed addition (Dickson 2016). This also created opportunities for broadcasters to sell unique, in-game advertising for sponsors or to promote upcoming television programs on their stations, as seen below.
However, for sports fans, some VR experts have admitted the current viewing options of sport are the best options, while doubting VR technology will surpass it soon, if ever (McFarland 2016).While many fans believe the opportunity to âstand on the sidelineâ of an NFL game would be an incredible experience, experts have explained VRâs 2D image doesnât allow for a change in depth, restricting the users ability to see action at a distance. Experts have also noted that when live sports actions suddenly shift direction of play, the sudden movements have tendency to cause the user to feel nauseous (Longwell 2016). Headaches, eye strain and dizziness are also known to occur while using the heavy, clunky and expensive equipment which has failed to reach projected sales from developers such as Oculus (Trescak 2019).
Initial reactions to the implementation of VR and AR into the sports viewing experience have been mixed. VR technology could theoretically be a game changer sports fans in the future if we are to believe its developers, although it currently faces significant issues it must resolve. AR has made great innovations in sports broadcasting to date, with still plenty of room to grow and influence how sport is presented to the viewer.
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Dickson, B 2016, How virtual reality is transforming the sports industry, viewed 20 October 2020, https://techcrunch.com/2016/09/15/how-virtual-reality-is-transforming-the-sports-industry/
Giants Cowboys AR 2017, screen capture, viewed 23 October 2020, https://medium.com/clevrar/enhancing-sports-with-augmented-reality-c3f7757335c4
Greenwald, W 2018, Augmented Reality (AR) vs. Virtual Reality (VR): What's the Difference?, viewed 19 October 2020, https://au.pcmag.com/virtual-reality-1/44886/augmented-reality-ar-vs-virtual-reality-vr-whats-the-difference
Longwell, T 2016, Virtual Reality in Sports Poses Unique Challenges for Producers, viewed 20 October 2020, https://variety.com/2016/digital/news/virtual-reality-sports-cameras-1201811516/
McFarland, M 2016, Why virtual reality won't transform sports viewing: Some virtual reality experts say the experience of watching a sports game on TV is so good, it won't be surpassed by virtual reality technology anytime soon, Washington Post â blog post, 16 May, viewed 19 October 2020, ProQuest
Neumann, DL, Moffitt, RL, Thomas, PR, Loveday, K, Watling, DP, Lombard, CL, Antonova, S & Tremeer, MA 2018, âA systematic review of the application of interactive virtual reality to sportâ, Virtual Reality, vol. 22, no. 3, pp. 183-198, viewed 19 October 2020, ProQuest
Rynarzewska, AI 2018 âVirtual reality: a new channel in sport consumption: An International Journalâ Journal of Research in Interactive Marketing, vol. 12, no. 4, pp. 472-488, viewed 18 October 2020, ProQuest
Trescak, T 2019, The main problem with virtual reality? Itâs almost as humdrum as real life, viewed 20 October 2020, https://theconversation.com/the-main-problem-with-virtual-reality-its-almost-as-humdrum-as-real-life-126761
VR Will Soon Revolutionize How Football Players Train 2015, YouTube video, 30 December, WIRED, viewed 23 October 2020, https://www.youtube.com/watch?v=Cb0p68ULQUM