Virtual Sports are
Science Communication and Research Network on Virtual Sports.
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Ready to learn more about Virtual Sports? #

The emergence of sports alike exergames and physical active eSports

eSports are often contested upon in the sports sector due to its lack of sports-alike physicality. A new type of exergames and eSports are emerging, however. These are increasingly physical and sports alike in nature. Imagine how Zwift compares to road cycling, or Virtual rowing to outdoor rowing.

Virtual Sports are unique in that they are in between exergames and eSports. Virtual Sports combine (1) the technological mediated nature of eSports, (2) the institutionalised and physical nature of sports, and (3) the gamified nature of Exergames.

Virtual Sports explainer
Virtual Sports explainer

A growing interest in Virtual Sports

Because of Virtual Sports' unique and innovative nature, there is a growing interest in Virtual Sports. The mission of this science communication blog and research network is to address this interest.

Our aims are (1) to set a name for the Virtual Sports 'label' as a new type of physical and sports-alike (eSports) games, (2) to inform people on the perspectives and debates virtual sports brings to the sports sector and academia, and (3) to connect academics with expertise in virtual sports into a network that is reachable for everyone interested.

Most Recent Blog Posts #

Virtual Cycling in Sports Clubs: how does that fit in existing sport policy?

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Thibault Fouquaert

4 min read
How is virtual cycling thought of by clubs? And how does that fit into existing sport policy?

The Hidden Threat: Cheating and Doping in Virtual Sports

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Andrew Richardson

10 min read
Digital Deceit in various forms is an emerging threat to competitive virtual sports, to which this blogpost brings an overview

(e)Sports, Gaming and Meta-Sports track at the 2026 European Conference on Information Systems

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Daniel Westmattelmann

2 min read
The ECIS 2026 track on (e)Sports, gaming and Meta-Sports explores the organisational and societal impact of the interplay between technology, gaming and physical activity. The track is chaired by members of the Virtual Sports Research Network.

Virtual Sports Research Network #

Connecting expertise from leading academics & experts

Daniel’s work focuses on the dynamic interplay between digitalization, sports, and health management. This includes topics such as sports digitalization, sports management, transparency and fairness, and innovation in sports.
Andrew is Doctor of Social Policy and covers topics on anti-doping, image and performance enhancing drugs, body image, transgender sport, eSports, physical activity and, last but not least, virtual sports.
Lucas’ research examines the digitalization of traditional sports, the health implications of born-digital sports, and the role of physicality in a digital innovation context.
Willem’s research explores the intersection of technology and human behaviour in the fields of sport management, marketing and innovation.
Charlotte is Doctor in sport sociology with interest in the sociological and policy components of sport. Her focus is on the impact of digital innovation on the field of sport and Generation Z.
Chris is the creator of the cycling esports website TheZommunique.com and co-host of The Virtual Velo Podcast. As a trusted voice with great knowledge and connections in the cycling esports field, he understands the contemporary challenges and aims to tackle these to ensure cycling esports’ success.
Thomas is a sport sciences scholar who studies relationship between sport, geopolitics, and culture in the Gulf. He also explores the ontology of virtual sports by writing about the geopolitical economy of esports.
Interested in joining the Virtual Sports Research Network? We’re currently still looking for experts on the topics around virtual sports 👀!

Universities Involved #

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