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
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
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
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
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
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
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
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
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
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 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