Virtual Sports: an overview of what exists and what is possible #
Virtual sports are emerging in all kind of formats and sports disciplines, to which an overview definitely comes in handy. This blogpost aims to provide a non-exhaustive list of the current virtual sports but also those that might be possible in the future. The term “virtual sports” has been used to describe many different things. While our definition of virtual sports (i.e. mixed reality sports games using interactive peripheral sport equipment) is still used as the basis of these blogs, it is noteworthy to shortly discuss other uses.
For example, the IOC included virtual sports in its Olympic Agenda 2020+5 with the objective to “Encourage the development of virtual sports and further engage with video gaming communities”. For the IOC, virtual sports encompasses both “physical virtual sports” (e.g. virtual cycling) and “non-physical virtual sports” (e.g. sport simulation games). While the IOC’s intent with virtual sports seems promising such as encouraging youth to engage in physical activity and with the Olympic Movement, their labelling seems somewhat confusing. In fact, there has been some academic debate if and how esports (competitive gaming) is considered as “active” and “sports”.
Parry and Giesbrecht (2023) wrote a paper on the IOC’s take on virtual sports entitled “Esports, real sports and the Olympic Virtual Series”. While I do not agree with everything in it, it outlines some interesting arguments on what sports to label as “virtual sports”, if any at all. In conclusion, they see “physical virtual sports” as “real olympic type sports” based on the criteria of competitiveness and physicality, while rejecting non-physical virtual sports and competitive gaming as sports based on their non-physicality. In fact, Parry and Giesbrecht argue to just label non-physical virtual sports as “games” since “Any physicality is a means to an end in a virtual domain, whereas in sport it is the end in itself” - and physical virtual sports should therefore be just labelled as “sports”.
While sport simulation games present a growing area of research to sport management (e.g. Botwina et al., 2025), it makes sense to stress that the overview below only features “physical” virtual sports, as in line with our own definition. This is also why some, but not all, sports are listed from the 2023 Olympic Esports Week or the 2021 Olympic Virtual Series.
Last, about these Olympic events, some interesting points can be made in their relation to virtual sports. The reason both sport simulation games (“non-physical”) and virtual sports (“physical”) have been features at the IOC’s esports events is because these were more about simulation (in and of) than about virtuality (Parry & Giesbrecht, 2023). Simulation in and of sport? Well, that is also an interesting perspective to virtual sports. Parry and Giesbrecht argue that "simulation in sport (e.g. virtual/indoor cycling) simulate the conditions of bodily participation and mimic the physicality the ‘parent’ sport, while simulation of sport (e.g. EA’s FIFA) seeks to simulate a visual, virtual, representation of sports. From this perspective, we provide an overview below of games that are a simulation in sport as this is in line with our own definition of virtual sports
Overview of virtual sports #
The overview is not intended to be exhaustive, but rather presents the (to me) best known examples in different sports. Each row can be expanded by clicking on the sport to see some examples and additional info.
Sport
(Click to expand)
Virtual Sport
Reality
Exemplary game titles
Leisure-competitive use
Augmented & interactive archery
Highly physical simulation in archery using LED-projections. While strategy likely differs greatly from Archery, it depends on similar physical skills and prowess.
ITSport Archery
exergame esport
The World Archery Federation brought augmented archery to the attention in one of their news items on technology, describing it as “a system for automatic scoring for indoor archery – which combined with projectors and a large foam wall to create an exciting new format for the sport”. While augmented archery definitely has the potential to develop into a virtual sport (i.e. game with institutionalised and rule-governed competitions), it appears to remain underutilised in that sense and used as a sort of exergame in archery. As the technology develops, opportunities arise to integrate different game modes and mini competitions into a new format or discipline of archery that can be played competitively.
Interactive basketball
Technology-driven ‘games’ to be played within basketball, thus using gross motor (basketball) skills and prowess. Limited options to interact with the technology (for now).
Smart basketball hoops with apps, e.g. Decathlon’s Smart Hoop
exergame esport
Smart Hoops present an interesting technology to develop a virtual sports format of basketball. While it is currently designed for and used as an exergaming tool, one could imagine a new discipline of basketball that integrates the dynamics, features and game elements of smart hoops. While the technology might need some additional development for such purposes (e.g. adding LEDs or screens), it could equally be different technology such as augmented/LED-projected playing fields that is used to develop virtual basketball formats, or a combination of both.
Virtual Biathlon (?)
Highly physical simulation in biathlon using smart equipment and virtual platforms. Both strategy and physical skills and prowess from biathlon are used.
SimWay Biathlon, SkiSens, ErgStudio, Concept2 SkiErg (hardware)
exergame esport
Virtual Biathlon is technically possible, yet I sense it is not widely known to exist and adopted by individuals or organisations. The existing simulators seem decently mimic the required skills from biathlon, though not much info cna be found on rule-governed and institutionalised competitions. Some platforms offer competition mode in 1v1, but not online through a connected virtual platform like Zwift for cycling. Also the International Biathlon Union has developed an eCup Tournament through the Winter Sports Mania App, no developments have been made into virtual biathlon. I assume most virtual biathlon setups are currently used for (elite) individual training-related purposes at home, or offered as an exergame such as in the sport entertainment park Sparkx. In other words, there definitely lie some opportunities ahead.
Augmented & interactive climbing
Highly physical simulation in climbing using LED holds or LED projections on climbing walls. Both strategy and physical skills and prowess from sports climbing are used.
ValoClimb Augmented Climbing Wall, Kilter Board Climbing walls
exergame esport
Augmented Climbing appears to be in its infancy in terms of use cases, though technologically well-developed. LED Holds or LED Projections would allow for much more than performance or training-related use cases. Regular trainings can be gamified, games can be played within the training, or even legitimate disciplines in sports climbing could be designed using this technology.
Virtual cycling
Highly physical simulation in sport using smart equipment and virtual platforms
Zwift, MyWhoosh, TrainingPeaks Virtual
exergame esport
Virtual cycling is one of the most mature and adopted virtual sports. Many people use virtual cycling platforms for leisure. However, online competitive racing has become popular at all levels, also with prize money available across all levels (e.g. Sunday Race club). At elite level, UCI has legitimised virtual cycling under its respective discipline and World Championship Cycling Esports. Also the IOC has shown interest in virtual cycling by including it in its previous esports events (e.g. 2021 Olympic Virtual Series, 2023 Olympic Esports Week) and by including in in the 2027 Olympic Esports Games. Exemplary events are Sunday Race Club, Zwift Racing League. Because of the increased attention on racing and elite-level events, I feel that virtual cycling is now leaning more towards esports than exergames.
Virtual Dancing (?)
Simulation in dancing where the avatar is controlled (or mimicked) by performing physical dancing choreography. Physical skills and prowess from dancing are utilised and relied on.
exergame esport
Rhythm dancing games have existed for decades and are not new. They have been usually played in entertainment parks or at home, depending on the required technology and equipment. There appears to be a development in legitimising virtual dancing games as a sports competition. From 2014 tot 2019 there was the Just Dance World Cup, and in 2023 it was hosted in the Olympic eSports Series. Smaller esports competitions also exist, like the Belgian Student Championship Just Dance. At time of writing, no global (e)sports competitions of virtual dancing games exist, which might have an effect on its possible inclusion in the 2027 Olympic eSports Games. Hence, plenty of opportunities ahead to organise such competitions.
HADO
Augmented Reality in dodgeball for which both physical and tactical skills and prowess of dodgeball are used. Players see both the real environment and an AR layer through an AR headset, being able to move freely without controllers or cables.
exergame esport
HADO calls themselves the " first-ever physical esport in the world ". The sport originated in Japan in 2014 and has since expanded almost worldwide. There appears to be organised competition, with the HADO World Cup tournament handing our a ‘world champion title’. The league is co-organised by the Shanghai esports association, but the World Dodgeball Federation (WDF) seems not to be involved. HADO can only be played in specific arenas, for example one as provided by Flanders’ governmental sport agency. Therefore, accessibility still remains limited compared to some other sports.
Interactive Football (?)
Augmentation of football by adding interactive equipment on the pitch, such as LED plates or pods. This allows to integrate new ‘games’ and dynamics in football, for which physical skills and prowess are utilised.
SCARAB LED PL8s, SmartGoals LED Pods
exergame esport
LED Pods and plates are one way to augment a football pitch, allowing to create new dynamics in regular football games. For now, it appears to be mainly used for performance-related goals. However, hedonic related goals such as fun and experience can also be a possible approach. Want to add some gamification elements in a training? Adapt your training session (e.g. speed) to a specific target audience such as impaired or young people? LED Pods seem like a promising tool for that. While it is currently hard to imagine how this could evolve to a (‘virtual’) subdiscipline within football, I am convinced that augmentation of the pitch is the way to go.
Virtual Golf, Arena Golf (?)
Immersive simulators in golf for which both physical and tactical skills and prowess of golf are used. While all swings are physical (e.g. on grass or sand), the most advanced simulators combine virtual environment (for long-distance swings) and physical green zones (for final closer swings)
TGL SoFi Center (golf simulator), many less-advanced at-home golf simulators
exergame esport
Golf simulators have come a long way. In fact, the most advanced currently present a neat hybrid of physical and virtual environments to swing some golf balls into, which is able to attract big names in the sport of golf. The TGL SoFi golf competition is a prime example of this. The International Golf Federation (IGF) is involved in these competitions, indicating virtual golf’s relevance for the future Olympic esports games. IGF recognises virtual golfs’ potential to attract "younger and non-traditional golfers”, but I equally see potential to overcome sustainable or environmental challenges golf is facing.
Interactive Hockey (?)
Augmentation of hockey by adding interactive equipment on the pitch, such as LED plates or pods. This allows to integrate new ‘games’ and dynamics in hockey, for which physical skills and prowess are utilised.
exergame esport
LED Pods can augment a hockey pitch, making room for new training practices but also new competitions. The main use case of SmartGoals seems to be within performance-related training aspects. However, one could equally use it to make the hockey training more fun, or inclusive by being able to adapt drills to the persons abilities. I wonder what the virtual sports discipline of Hockey might look like, but interactive and augmented reality hockey pitches might definitely be one way to achieve such discipline. To date, the International Hockey Federation (FIH) is not known to seek into any of this.
Virtual Rowing, Indoor rowing (?)
Highly physical simulation in rowing using smart equipment and virtual platforms. Both strategy and physical skills and prowess from rowing are used.
EXR, Ergatta, Imersu Row, Aviron, Holodia, Swelldone
exergame esport
Virtual rowing is, similarly to virtual cycling, a booming virtual discipline in sports. Multiple virtual platforms and ergometers exist making it relatively accessible - though still expensive. Also rule-governed and legitimised competitions exist, such as the World Rowing Virtual Indoor Sprints which is a mass-participation online competition from Concept2 and World Rowing. However, the scene of rowing is still quite unique. While multiple online platforms exist for virtual rowing, the Indoor rowing competitions by World Rowing are still organised without any of such platforms. This might be because indoor rowing competitions existed for far longer than these virtual platforms. Since these platforms are starting to offer Competition Mode (e.g. EXR), I think we will shortly see governed virtual rowing competitions on one of these platforms, following the footsteps of virtual cycling. This would also make it very suitable to be hosted in the 2027 Olympic Esports Games.
Augmented & interactive table tennis
Augmentation of table tennis by adding interactive equipment or LED projections on the playing field. This allows to create a dynamic and interactive playing field, integrating new ‘games’ and aspects in table tennis, for which physical skills and prowess are used to play.
FastPong Table Tennis, Bounce Ping Pong
exergame esport
Augmented table tennis is technically very developed and mainly used for competitive training-related purposes. Some cases exist where it is used to leisure and entertainment (e.g. Bounce Ping Pong), but these setups are less accessible and available compared to, for example, FastPong. Augmented table tennis through LED plates added on top of a table are designed to be played on by 1 player only (e.g. for training with a robot), as the equipment does not allow the ball to bounce as one would expect from the table, which makes match impossible. However, LED projections have to potential to feature augmented table tennis matches. It would allow to create some unique competition modes or disciplines as the playing field is made interactive (e.g. moving area where the ball can be played for both players, adding difficulty to their match). At the time of writing, no such hardware or software providers exist, and no competitions are played with augmented table tennis. Here as well, some opportunities exist to develop a digital or augmented discipline of table tennis.
Virtual Taekwondo
Virtual Reality simulation in taekwondo by using VR goggles, controllers, and motion tracking technology. This allows for one-on-one, non-contact sparring for which both tactical and physical skills and prowess are used to play.
exergame esport
Virtual Taekwondo is the only virtual sports that relies on virtual reality in this list (though other VR sports exist like VR table tennis and VR tennis, which maybe should be added as well to this overview?). It was featured in the 2023 Olympic Esports Week and provided an “even playing field for those of all physical abilities”. In 2024, World Taekwondo announced to host the inaugural Virtual Championships in Taekwondo in collaboration with VTKD, which could have even served as potential qualification pathway to the Olympic Esports Games. Apart from the competition, the virtual discipline can allow for a barrier-reduced and fun sport - apart from the initial investment in equipment of course.
Virtual Triathlon
Mix of sports (swim) and simulation in sports using smart equipment and virtual platforms (bike, run).
Supertri E (using MyWhoosh)
exergame esport
Virtual Triathlon consist of a non-virtual swim in a pool, followed by a virtual bike and run leg using smart equipment and virtual cycling/running platforms. The major (private) organiser of virtual triathlon’s is Supertri, having hosted SupertriE races (Originally named Arena Games Triathlon) since 2020. In 2022, a partnership with World Triathlon was established and the first ‘Esports Triathlon World Championship’ was held. The virtual events remain scarce however compared to other virtual competitions such as virtual cycling (e.g. 1/year vs. 1/week), likely because these races can only be held in-person as swimming infrastructure but also specific smart equipment (e.g. calibrated treadmills) are needed, making it more complex overall. Also the IOC has shown interest in virtual triathlon by including it in its previous esports events (e.g. 2021 Olympic Virtual Series, 2023 Olympic Esports Week) and by including in in the 2027 Olympic Esports Games. Because virtual triathlon races are rarely held at non-elite level, this discipline leans more towards esports than exergames I feel.
Did you spot any mistakes or do you have suggestions for other virtual sports? Please contact me.
References #
Botwina, G., Kim ,Sungkyung, & and Hong, H. J. (2025). Connecting the worlds of sailing and e-sailing: The structural relationships among gaming experience, psychological variables and sport behaviour intentions. Managing Sport and Leisure. https://doi.org/10/g89mh6
IOC. (2021). Olympic Agenda 2020+5: 15 Recommendations (p. 37). International Olympic Committee. https://olympics.com/ioc/olympic-agenda-2020-plus-5
Parry, J., & Giesbrecht, J. (2023). Esports, real sports and the Olympic Virtual Series. Journal of the Philosophy of Sport, 50(2), 208–228. https://doi.org/10.1080/00948705.2023.2216883