Virtual Fandemonium: Visualizing Data on the Use of VR to Consume Live Sports


Virtual Reality in sports is here. Immersive media has been adopted across collegiate and professional leagues to increase athlete performance. …But can fans and the overall sport experience benefit from VR too?

The aim of this research is to evaluate the perceived impact virtual reality can have on consumers and gain a measure of its value in the live sports   media space. 

Do sport consumers have a willingness to participate in immersive spaces when watching sports? What level of affiliation is most willing to try new forms of media consumption, i.e. virtual reality? Is there a demand for a more interactive environment in media?

Check out the results in the below slideshare presentation and infograph.



VR Infograph jpeg

One comment

  1. […] As for the sport experience, VR should be meant to augment and boost the emotional connection of fans watching with immersive based features that go beyond premium seating or traditional home viewing. The crux of VR in sports is to get people to the places they want to go. Immerse a person in an experience, an environment in which to learn, a place they’ve always wanted to go; give them something novel that will stick with them, even when the headset comes off. Do those things, and the results can have many positive outcomes such as empathy, emotional well-being, and an enhanced membership. {For more elaboration of VR and live sports, check out this overview of a study conducted by myself and my colleague Matt Price (@Wizrd23) which looks at the consideration and efficacy of using VR to consume lives sports – Virtual Fandemonium.} […]

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