Download our new VRARA Sports and Fitness featuring top companies

Foreword by Alen Paul Silverrstieen, President & CEO, ImagineAR

Due to the Pandemic starting in 2020, Sports and Sport's related market has been significantly impacted, transforming the way the sports team and leagues engage with fans to drive revenue. On-site fan attendance was reduced considerably during the pandemic, and fans discovered new alternative online entertainment, including e-sports, virtual worlds, tokens, NFTs, and online streaming. Even when fans were finally allowed to attend live sporting events, many continued pursuing their newly formed sports engagement habits during the pandemic at home. In 2022, sports teams and leagues are testing new dynamic, immersive strategies to lure fans back to live competitions in the stadium, spend money on team merchandise, and provide team sponsors with a measurable ROI.

Mobile Augmented Reality has become one of the key strategies to provide an immediate entry into the Metaverse for sports teams and leagues to engage fans with immersive and interactive activations. Leveraging an integrated SDK (Software Development Kit), such as the ImagineAR native IOS & Android SDK, into an existing mobile app delivers instant global engagement, including Player Holograms, AR Treasure Hunts, Sweepstakes, and Visual Image Activation. Brazilian Football 3X 2022 Champion – Clube Atlético Mineiro – experienced a 3000% increase in daily mobile app downloads when they launched immersive AR campaign integration in 2021.

The AR market has been forecasted to grow exponentially in the next few years. Sports will be a significant area where it will be used to build a fan community and ultimately drive new revenue opportunities. AR should be considered another central digital engagement channel, like social media, to provide fans with new interactive activation they want to engage with and instantly share with their community. As 5G Wireless becomes more prevalent in stadium and arena infrastructure, AR can be more interactive, immersive, and seamlessly integrate the physical and digital world experiences.

Additionally, many sports teams have implemented VR to improve player skills training using game simulation applications. Leveraging VR, players can consistently improve their reaction to specific plays and game situations by retraining their reflexes.

Using AI, players can analyze their particular body movements to understand optimization and areas requiring improvement. Technology has started to impact player on-field performance and will continue to expand globally and improve player's gameday performance.

We expect 2022 will be the year AR will be a permanent digital strategy for sports organizations to deliver immersive fan engagement and create new profitable revenue streams for the future.

Call for Participation in our Sports and Fitness Industry Report

This report will feature VR and AR solutions that address major challenges like the lack of motivation and helps with engagement.

Digital technology has already transformed fitness. Before you take a breather from your virtual at-home spin class or let your smart watch sync with your sleep app and hourly analytics, make room for virtual reality (VR). Not only will VR enhance the overall workout experience, but it will also address obstacles to exercise — a lack of motivation and our natural preference to conserve energy and avoid activity. The fitness industry suffers from most people not sticking to a workout regimen - they lapse. They sign up for the gym in January and stop showing up in March, even once a week. Even the most advanced scientists and doctors haven’t figured out a solution to this problem. But game experts have! The addictive qualities of gaming combined with VR enable to turn the traditional gym workout into a game.

In fact, VR Fitness might be the “killer-app” for VR. Meta has already acquired the top VR Fitness startups (e.g., Supernatural) and others believe fitness will be a massive success in VR where multiple third-party fitness apps can succeed. Meta and other VR hardware companies are exploring ways to enhance future hardware to support VR fitness apps, encouraging other developers to bring new fitness experiences to VR.

Augmented Reality (AR) is disrupting sport in a number of different ways. With AR, it is possible to bring home the game atmosphere, with volumetric videos of the athletes displayed directly in fans' living room. And in the stadium, with the fan’s phone (or smartglasses), AR interactive material can be incorporated within the game itself, enhancing user experiences of particular moments.

This will be a growing theme the next 24 months especially with Apple getting into the game; will leverage health, fitness, gaming and entertainment as their big push and tether off their Apple watch health monitoring benefits. Plus, Apple TV has many possibilities with AR!

Our report will be published and promoted via our channels including our global db of 65K+ emails, website (24K unique monthly visitors), social media (65K+ followers), events (our Chapter events and Global Summit).

Deadline to Submit is March 5, 2022

If interested to Sponsor this report, email info@thevrara.com

Submit your info for our report here

YDreams's Arkave VR Platform Offers Numerous Options, Including VR Esports

Join YDreams, Sonya Haskins, and others in our Industry Sports Committee!

By Sonya Haskins

Interest in esports for immersive technologies continues to grow. One of the advantages of attending XR conferences and other events is the opportunity to learn about new products or experiences available for VR and AR, including immersive esports.

Recently, at the VR/AR Global Summit, I met Daniel Japiassu, CEO of YDreams Innovation, a Vancouver-based company specializing in augmented and virtual reality, interactive exhibitions, and esports. Japiassu invited me to try Arkave VR, YDX Innovation’s multiplayer VR gaming platform.

Specifically I was evaluating Arkave VR’s game, The Last Squad of Human Resistance. When checking out a VR game for esports potential, there are several things that can largely determine the potential success of a game. When developers invest time and energy into the following areas, their chances of success greatly increase:

  • The game should be fun.

  • It must be a good game.

  • It should have a spectator mode.

  • It should be competitive.

  • There should be an active playerbase.

Let’s take a look at how Arkave VR’s The Last Squad of Human Resistance measures up to each of these points.

It should be fun.

When evaluating whether or not a game is enjoyable, it’s important to seek different perspectives. It’s always great to play with others and watch others while they play, then get their feedback. Based on positive reviews online (4.7 out of 5 on Arkave’s Facebook page) as well as talking with attendees at the Global Summit, the game seems to appeal to a wide demographic of people. Personally, I thought it was enjoyable and my teammates, whom I had never met before, also had a great time.

It should be a good game.

The enemies in The Last Squad were creative, I really liked the upgradable guns, and the fact that my teammates and I could roam around the pop up area was great. My only real criticism with the game was the fact that we were in one room the whole time and I would like to have been able to go to another floor or another room. (This might be possible, but if it was, my team didn’t advance that far.) Update:  Arkave is working on a new chapter of the game that will take place on the roof. They’re also developing a PvP mode.

Since I normally play seated, I’ll add here that although I was standing during this experience, it would be possible to play this particular experience seated or in a wheelchair. Although it is a free roam experience, you could easily position yourself in such a way that you would be able to guard the doors and also keep an eye on enemies approaching from above. I’m a huge proponent of accessible games so I greatly appreciated the fact that this free roam game could be played seated.

It should have a spectator mode.

One of the best parts of free roam VR or location-based pop ups like Arkave VR is being able to watch your friends and family in the game while you also see what they’re doing in physical reality.

There are various design options, but the standard Arkave VR arena comes with a box truss structure that includes two t.v. monitors for external game play. This enables spectators with the ability to watch what’s happening in the game in real time.

It should be competitive.

When stating that a game should be competitive, let me clarify that this doesn’t necessarily mean a game has to be a multiplayer title to be competitive. While that’s an obvious option, there are also incredibly popular competitive single player VR games, such as Beat Saber or I-Illusions’ Space Pirate Trainer. Single player games can be competitive with leaderboards as players around the globe try to climb to the top.

Games such as The Last Squad allow for players within a particular match to compete against each other or they can work as a team to achieve higher scores than other teams. Arkade VR’s tournament mode includes a leaderboard ranking for single and multiple arenas.

There should be an active playerbase.

Arkave VR has been featured at some major gaming festivals around the world, including Game XP and Brasil Game Show in Brazil, Worten in Portugal, and Toronto’s EGLX in October. This exposure has helped build the playerbase and bring awareness of the platform.

With just over 1,000 followers on Facebook and 4,000 followers on Twitter, Arkave VR still has a ways to go before catching up with the holy grail of VR esports pop ups, the Virtuix Omni Arena, which has 52K followers, but they are already on par with numbers of followers for other popular VR esports games like Downpour Interactive’s Onward (700+ followers on Facebook) or Ready At Dawn’s Echo Arena (900+ followers on Facebook).

Overall impressions

The Arkave VR team who helped us at the VR/AR Global Summit were fantastic. They provided us with clean headsets, helped us get into game quickly, and offered to answer questions prior to and following the experience.

Although I played The Last Squad of Human Resistance on the Arkave VR platform, they do have other free roam games available such as Mythical City Games’ Snow Fortress, which I played had played earlier in the week at the Mythical City Games headquarters. As a side note, Snow Fortress would make a fantastic tournament game, especially for younger players. There are increasing numbers of VR esports competitions going on around the world, but many of these involve first-person shooters or they have age limits requiring players to be over 13. It would be great to see a competition in something like Snow Fortress for younger players who are interested in VR esports.

Operators can also transform Arkave VR into three individual game stations – or arcade mode – for games such as Vertigo Games’ Arizona Sunshine, Owlchemy Labs’ Job Simulator, and Superhot VR from Superhot Teams.

In addition, the platform offers escape rooms and they’re currently developing one based on Mickey’s adventures animated series:  Mickey Mouse and the Golden Heart. In the immersive experience, players must explore mysterious rooms in a Pyramid, solve puzzles, and confront creatures as Mickey and Minnie guide the cooperative group through challenges in an attempt to find the “Golden Heart” treasure.

Note:  Like all attendees to the VR/AR Global Summit, I was invited to try Arkave VR, but received no compensation or reward in exchange for my honest opinion of this platform.


Source

The VR/AR Association is pleased to announce Tyler Wilson of the Whitecaps FC as the Co-Chair of the Industry Sports Committee

The committee will look to push new boundaries in sports through the application of VR/AR and increase the visibility of ESports in the wider community.  In addition, the Committee will create best practices and guidelines for the industry.

The Committee will meet every two weeks via video conference calling.  For more information see here. If interested to participate, email info@thevrara.com 

Tyler Wilson is Director of Strategic Partnerships and Innovation at the Vancouver Whitecaps FC. An avid VR/AR fan, experienced CRO in the Blockchain space and industry leader with over 15 years experience in the sports and entertainment sector. He’s been printed in the Sports Business Journal and presented on a global stage for the innovations and partnerships he’s created. Going outside the box and looking how tech can solve problems has allowed Tyler to push new boundaries throughout his career.

Tyler is proud to be Director of Strategic Partnerships and Innovation for the Vancouver Whitecaps FC, an advisor on Esports with the Vancouver Economic Commission and the luckiest dad in the world!

At the Vancouver Whitecaps FC, he creates strategic partnerships that empower the Club to push new boundaries and drive revenue. He does this by strategically integrating partners and utilizing tech to create rich interactions. Currently exploring ways to maximize connectivity with immersive experiences across Club development platforms. With over 40,000 athletes nationwide, it represents the largest development arm of the sport in North America. Tyler is also exploring ways to grow their emerging Esport platform in a unique fashion.

About the VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to foster  collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop  industry standards, connects member organizations and promotes the services of member companies.


Contact

Kris Kolo, Global Executive Director, VRARA

kris@thevrara.com 


RECAP: The VR/AR Global Summit Featured Applications in Every Industry. And, what's next for the Association

The most exciting developments in virtual and augmented technologies from the VR/AR Association’s two-day global summit in Vancouver, BC


VANCOUVER,BC, Nov. 07, 2019 (GLOBE NEWSWIRE) -- In the second-largest VR/AR ecosystem in the world, the final day of the VR/AR Association's Global Summit saw the launch of an international women’s committee dedicated to closing the industry’s gender gap, the successful test of airborne virtual and augmented reality for military training purposes, leaps forward in health and security, and much more.

“Virtual, augmented, and mixed reality technologies are relevant to every facet of the world as we know it. The technologies being created in this space have far-reaching impacts on the workforce, health, art, entertainment, sports, national defense, and more. The importance of virtual, augmented, and mixed reality simply can’t be overstated,” said Nathan Pettyjohn, Founder and President of the VR/AR Association and Commercial AR/VR Lead at Lenovo.

Virtual reality is officially in flight
The US Air Force and Navy are increasingly leveraging advances in virtual and augmented reality to train their troops. During the summit, Red6 announced the first-ever successful execution of an airborne multiplayer AR experience. This prototype was created for the US Air Force, enabling pilots to use augmented reality to simulate and respond to threats in the air. Watch the demo video here.
Meanwhile, Heidi Buck, who heads up the Battlespace Exploitation of Mixed Reality, shared how the US Navy is using virtual reality tools for defense training and cultural immersion -- saving lives on the frontlines. 

How 5G is going to make VR and AR accessible at any time, and any place
Rapid advancements in network technology like 5G and Edge Computing are changing the way we experience immersive technology. Terry Schussler, Senior Director of Spatial Computing at Deutsche Telekom, shared how we can defeat what he calls ‘the mobile zombie apocalypse’ – a term he uses to describe the increasing number of people looking down at their phones to participate in AR experiences (think Pokémon Go or Google AR Objects). Instead, what becomes available with this technology are lightweight pieces that allow users to be constantly connected, seamlessly moving between reality and AR – ultimately creating a safer and more aware society.

Augmented reality makes the world an art gallery
Artist Nancy Baker Cahill can hang her art anywhere in the world using augmented technology. Her desert installation, “Revolutions”, depicts the impact of human interference with the natural environment, whereas her series “Battlegrounds” in New Orleans uses technology to commemorate historically significant sites. This unprecedented body of work is a truly innovative application of virtual and augmented reality, making art accessible to anyone with a smartphone.

First-ever Women’s Committee launched
Announced over a session hosted and dedicated to women in VR and AR was the VR/AR Association’s Women’s Committee – dedicated to identifying, encouraging, and empowering women in the traditionally male-dominated industry of VR and AR. The Global Summit committed to a 50% female speaker roster, including the likes of Heidi Buck from the Battlespace Exploitation of Mixed Reality, Cezera Windrem of AARP, and Cathy Hackl of Magic Leap. Cathy Hackl, the #4 Top Tech Voice on LinkedIn, took the opportunity to unveil her personal commitment to empowering women in the space through a fund she has developed to invest in women, offering to cover one VR/AR Association membership, as well as personal coaching from her for a year. 

Why did an VR/AR design company partner jump into the world of cannabis – and what did they learn?
Cannabis companies are embracing mixed reality as a solution to overcome certain barriers (like the fact that customers can’t handle the product and that it’s tough to transport the product over state lines) and to give both consumers and investors an inside look at their products, processes, and facilities. PATIO demonstrated how they’re solving several pain points with custom-made tools, and disrupting both industries in the process.

What’s next for the VR/AR Association
Following the successful summit, the VR/AR Association has just announced a number of newly formed committees to accelerate the market’s best practices, guidelines, and standards, as well as their plan to implement projects to further explore the vast, and potentially life-changing applications that this technology can have. 

  • Privacy & Security Committee: Although virtual, augmented, and mixed reality products and content are becoming more widely available to consumers, there is no industry-wide regulatory or safety standard. This is why the VRARA has formed its own Privacy & Security Committee.

  • VR for Good Committee: In the increasingly interconnected global community, VR can instigate massive change. Jimmy Vainstein, Interactive Media Program Lead at World Bank, will co-chair a committee on VR for Good.

  • Sports Committee: Co-chaired by Tyler Wilson, the Director of Strategic Partnerships and Innovation at the Vancouver Whitecaps, the committee will look to push new boundaries in sports through the application of VR and increase the visibility of ESports in the wider community.


About VR/AR Association's Global Summit
The VR/AR Global Summit will bring together industry frontrunners from around the world to discuss the present and future of immersive technologies. This world-class summit will welcome 1,000+ Executives, 120+ Speakers and 50+ Exhibitors from leading companies like Lenovo, Niantic, Microsoft, Viacom, and so many more. 

Contact

Kris Kolo, Global Executive Director

kris@thevrara.com