Virtual sports

From Wikipedia the free encyclopedia

Virtual Sports are physical sports competitions that are carried out digitally, i.e. involving the skills of real athletes and regular people using new virtual reality equipment and peripherals. This evolution of exercise can embody a wide variety of sports. From soccer to horse racing, and are developed using advanced technology to mimic the key aspects of each sport, such as the players' motion or the strategies and regulations of each discipline. Players can feel the benefits of these competitions in both physical and cognitive health benefits. This has led to significant growth into popularity recently, especially in the area of wellness.

The first time virtual sports were used on a computer was in 1961, in an early form of fantasy baseball coded for an IBM 1620 computer by John Burgeson. It allowed two teams to play against each other using random number generation and player statistics to determine the outcome of a game, including a play-by-play description. [1] [2] The game was coded for a computer with only 20 KB of memory and was self-contained.

The growth of the Internet and online access platforms also played an important role in the popularization of VSports by allowing players to compete and self improve on virtual events globally and in real time. In short, the origin of this evolution can be attributed to the convergence of computer technology, traditional sports and the demand for interactive and sports experiences in motion . As technology continues to progress, virtual sports continue to evolve and increase in popularity in 2024.

The benefits of participating in this new way can range according to the perspective of the main character, who could be an individual player, a team, or a bystander.

For a player:

Entertainment: Becoming involved in this physical activity is rather enjoyable and exciting way to entertain yourself, especially if you enjoy sports but are unable to play them physically.

Development of strategic skills: Many virtual scenes require strategy and quick decision-making, which can help develop cognitive and problem-solving skills.

Competition: Competitive elements, which can provide a sense of accomplishment by winning against other players.

Access: Virtual sports can provide access to sports that may be difficult to play in real life due to physical, financial or geographic constraints.

Social: Playing virtual sports could be done at home or in the outdoors areas designed for it.

For a spectator:

Entertainment: Watching virtual sports competitions can be exciting and thrilling, especially when betting on the outcome. Accessibility: The events can be more accessible to spectators who are unable to attend live sporting events due to physical or geographic limitations.

Variety: Virtual sports offer a wide range of sports and events to watch, which can satisfy the interests of a variety of viewers from all ages and genders.

Interactivity: There are platforms that allow viewers to engage in interactive ways, such as rankings in real time, which can add another layer of excitement and engagement.


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References[edit]

  1. ^ Debnath, Sandip; Pennock, David M.; Giles, C. Lee; Lawrence, Steve (2003-06-09). Information incorporation in online in-Game sports betting markets. ACM. pp. 258–259. doi:10.1145/779928.779987. ISBN 158113679X. S2CID 6437374.