Skip to main content
Card 34: XR & Athletics

XR technologies have started to make their way onto the field, providing enhanced methods for training and strategizing for the players, and immersive experiences for fans.


Related Cards

(44) Telestration
(64) VR Visualiztion
(52) Spatial Perception in VR

It just got real

Bailenson, J. (2019). Experience on Demand. New York: W. W. Norton & Company.

Choiri, M. M., Basuki, A., Yuwanda Bagus, A., Sukaridhoto, S., & Jannah, M. (2017). Design and development virtual reality athletic – virtual imagery to train sprinter’s concentration. Paper presented at the Proceedings – International Electronics Symposium on Knowledge Creation and Intelligent Computing, IES-KCIC 2017, , 2017-January 161-166. doi:10.1109/KCIC.2017.8228580

Li, G. X. (2014). Research on application of computer technology in the virtual reality in sports doi:10.4028/

Miller, J., Baiotto, H., MacAllister, A., Hoover, M., Evans, G., Schlueter, J., . . . Winer, E. (2017). Comparison of a virtual game-day experience on varying devices. Paper presented at the IS and T International Symposium on Electronic Imaging Science and Technology, 30-37. doi:10.2352/ISSN.2470-1173.2017.16.CVAS-346

Print your own copy of this card

Card 34: XR & Athletics