Forget Wearables – Virtual Reality is the next big thing

I was recently asked the question: “What do you think is going to be the next big technological trend in sport?” It’s one of those questions that I hate. The market goes where the big brands take it – but also where the public see the value. We can guess, but we cannot be sure. So, with the pointlessness of predictions in mind, I’m going to make one: Virtual Reality is going to be the big thing of 2015.

I know what you’re thinking – “What about wearables?” “What about smartwatches and smartglasses?” It’s a fair point. Wearables seem the most popular options for those looking to invest in technology within sport – mainly because of their visibility in wider media. The problem with wearables is that the consumer hasn’t found the value in them. We’ve already lost Google Glass through lack of mass-public interest. Smartwatch sales have been particularly uninspiring.

Personally, I think VR holds the biggest opportunities.

You’re probably also thinking “Virtual Reality is already the ‘next big thing. Brands have started using it.” Again, fair point. But the handful of brands that have used VR haven’t even scratched the surface.

Manufacturers are flocking. The Consumer Electronics Show in January demonstrated the latest advances, and Mobile World Congress 2015 has already shown similar. Samsung’s VR Headset has been out for a while, Oculus Rift are the most noted, Sony’s ‘Morpheus’ headset and HTC have announced their new ‘RE Vive’ headset too. It’s probably not long until GoPro get in on the mix. Either way, investment is being thrown into virtual reality by manufacturers, and if sporting organisations and sponsors have ambitions to be at the forefront of technology in sponsorship, then virtual reality is an essential investment.

As mentioned, they wouldn’t be the first. O2 tested the water of virtual reality in February 2014 with the England rugby squad using Oculus Rift. Given the advancement in the technology, these stunts are indicative of what we can expect more of in 2015 and are certainly of interest. However, the opportunities are far greater when VR headsets become a part of the household media technological landscape.

How?

Totally redefining the second screen experience in sport is a realistic, and hugely exciting prospect. Imagine paying £30 to watch Floyd Mayweather vs Manny Pacquiao from a ringside seat? Choosing your seat at the FA Cup final but watching from the comfort of your own home? These are real possibilities. Why not enable users to shake hands with their heroes – or even grab a selfie? You could even embed social media streams to partner the experience? When looking at a player, why not have tweets being sent about them at that specific time?

It doesn’t stop there though – the opportunities are endless. At around £200 per headset, it’s not out of the realms of consumer affordability and it will become household item. I believe that brands and broadcasters have the chance to own this experience for consumers and become a central part of enabling that engagement.

Sport is embracing virtual reality within training with NFL, NBA, golf and football all adopting the technology for performance advancing uses. The opportunities for consumers are just as great – and far more exciting – but we are yet to scratch the surface. It might be one-two years away, but consumers will embrace the technology as the value is clearly present.

What do you think? Wearables or VR? What other uses can you think of for VR?

About author

Tom Kelk
Tom Kelk 25 posts

Tom Kelk is a tech/sport blogger and Account Manager at communications agency, Pitch. You can find him on Twitter (@TomKelk), LinkedIn and his blog (tomkelk.blogspot.com)

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