Would you consider development of virtual reality in football training and fitness?

Features

The important of considering Virtual Reality (VR) development in football training and fitness

VR prototype

This is a football training method implemented within Virtual Reality. It allows coaches and players to experience a new way of training with colleagues.

VR users around worldwide

The total number of active virtual reality users is forecast to reach 171 million by 2018. The VR market is set to grow at a very fast rate in the following years, with revenues from virtual reality software alone forecast to reach an over three thousand percent increase in four years.

Real-life spectators through VR

With the use of Virtual Reality headsets, fans are now able to view football from their sofas at home as if they are actually in the stadium it self.

What is Virtual reality?

This section briefly explains what virtual reality is, types of VR and development of VR into sports.
'Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming'

Mark Zuckerberg

Virtual reality can be mainly defined as simulation in content to real-life. VR is basically in technical terms described as a three-dimensional, computer generated environment which can be explored and interacted by a person

There are four forms of virtual reality Textual VR, Desktop VR, Immersive VR and Augmented VR. The two main forms of VR in current times would be Immersive VR and Augmented VR these are two types that I will be advising coaches to implement to aid their training and fitness methods. Augmented VR is definelty one of the most obvious choice to implement training sessions combines real and virtual objects in a real environment’ In terms of football, coaches can employ their tactics with use of objects to prepare the players for match-day game.

In regards to development of virtual reality into sports mainly football. One of the main reason of this development would the benefits for the youth who are emerging from academies at a very young age. The involvement of VR would allow them to learn in a way which they have not previously experienced. The important concept of virtual reality will allow educators exploit the technology of advanced computers to improve or even develop ways of learning. Different ways of learning would defiantly encourage the youth to interact more and focus

  • Interest in VR

    Out of 23 million people 41% of them are interested in VR.

  • Share the experience

    81% of individuals who experience virtual reality they will share their experience with their friends.

  • Do people know what VR is?

    Following a study conducted by Greenlight VR 80% of consumers were familiar with VR.

  • Implementation of VR

    About 75% of the Forbes World's Most Valuable Brands have created some form of VR or augmented reality experience.

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