by Papa-Yaw Afari
This page serves as the hub for resources, research papers, and interesting findings and developments in Virtual and Augmented Reality in Sports. On this wiki you can reference and find several important and groundbreaking advancements in the development space in relation to Sports Research. Thank you for visiting and reading!
The NBA is using virtual reality (VR) and augmented reality (AR) to enhance fan engagement. VR is being used to provide immersive experiences such as 360-degree views of games, while AR is being used to create interactive features like live stats overlaid on the viewing screen. These technologies aim to make fans feel closer to the action and offer new advertising opportunities for brands. This initiative is part of the league's broader digital strategy to modernize the fan experience and attract a younger audience.
https://www.sportsx.io/immersive-basketball
The document describes an Immersive Basketball Experience (IBX) project being developed by MLSE Digital Labs and SportsX R&D. The goal of the project is to give basketball fans the opportunity to re-live their favorite basketball moments in a unique mixed reality environment. The project uses optical tracking data from the NBA to bring an NBA game into the user's home, gym, or any other location, allowing them to view the game from any angle, sit courtside, or see the plays from a player's perspective.
https://www.immersiv.io/portfolio/telekom-baskets-arise/
The document describes a showcase event organized by Immersiv.io, a company that provides a solution called ARISE for enhancing the fan experience at sports events. The showcase was supported by Deutsche Telekom's tech incubator, HubRaum, and aimed to demonstrate the future of entertainment and sports events using the latest network technologies, such as 5G and edge computing. The ARISE solution allows fans to access live data and augmented reality content directly on their mobile devices or AR glasses, providing a personalized and interactive experience during the game. The solution was deployed at a basketball game of the Telekom Baskets Bonn team, where fans could see real-time data overlaid on the court and players, including information like player distance, speed, shots, and position heatmaps.
https://blog.stackademic.com/3d-nba-shot-chart-web-app-with-streamlit-196dd71720f9
The document describes the process of creating a 3D NBA Shot Chart web application using Streamlit. The author was inspired by the 3D shot charts seen on TV broadcasts and wanted to create a similar interactive visualization. The key steps involved: 1. Fetching NBA play-by-play data using the sportsdataverse NBA package.2. Creating an interactive web app with dropdown menus to select a season and game.
This was also what Papa-Yaw Afari's Immersive Basketball Project in 2025 was vaguely inspired by in terms of the initial creation of the project.
https://www.scienceforsport.com/virtual-reality-for-sports-training/?srsltid=AfmBOorEVrE-
Science for Sport – Virtual Reality for Sports Training
This article discusses how virtual reality is being used to supplement traditional sports training, allowing athletes to mentally rehearse plays, develop decision-making skills, and analyze tactical scenarios without physical strain. It emphasizes the benefits of VR in environments where real-life repetition is costly, risky, or physically taxing, such as in high-contact sports like football. The piece also mentions how VR can collect precise data to improve coaching feedback and athlete performance analysis.
https://www.nfhs.org/articles/use-of-virtual-reality-and-its-companions-in-athletics/
NFHS – Use of Virtual Reality and Its Companions in Athletics
This article highlights the growing adoption of virtual reality and related technologies like augmented reality and mixed reality in school athletics. It explains how VR is being integrated not just for athlete development, but also for officiating practice and improving fan engagement. The piece raises ethical and logistical questions about access and implementation at the high school level, while recognizing the potential of these tools to enhance the athletic experience in education.
University of Rochester – Revolutionizing Sports: How VR is Breaking Barriers
This article explores how VR is contributing to a more inclusive future in sports by breaking down barriers for disabled athletes and expanding who can participate in physical activities. It focuses on the social and psychological impacts of VR, emphasizing its role in building confidence and providing opportunities in sports environments that traditionally exclude certain populations. The piece positions VR as a force for equity and transformation in the athletic world.
https://www.viar360.com/5-sports-benefiting-virtual-reality/
Viar360 – 5 Sports Benefiting from Virtual Reality
This article outlines five specific sports—football, baseball, basketball, skiing, and cycling—that have integrated VR into training or fan experiences. It provides real-world examples of how athletes and coaches are using VR to refine techniques, visualize game situations, and even simulate challenging environments. The article showcases VR as a versatile tool enhancing both performance and safety across various physical disciplines.