A partnership between a VR platform and the World Cup organizer could allow fans to view their favorite sports teams in a new way and give virtual-reality technology a new use.
Key Details
- A digital replica of Lusail Stadium in Doha, Qatar—home of the World Cup—could soon be available for digital exploration by soccer fans.
- In an effort to embrace new technology, the international soccer governing body FIFA is stepping into the metaverse and partnering with Upland—a Californian metaverse platform.
- Over the last decade, the football association has leaned heavily into new technology available to make sports more interactive—and potentially lucrative.
- In 2010, fans could view soccer games in 3D; in 2018, fans had access to a virtual-reality viewing.
Why it’s news
Rather than flying great distances, paying hundreds of dollars for a ticket, and sitting among tens of thousands of other spectators, soccer fans can use the metaverse to experience the entire trip from the comfort of their home.
The virtual journey doesn’t just include exploration of the stadium in Qatar. Virtual travelers will fly on a virtual plane—and wait in virtual lines!—and have the option to shop in the various stores around the stadium before heading to their seats to watch the match.
Fans can purchase digital merchandise that they can later display on their virtual character or in their virtual homes.
In addition to this virtual experience, FIFA has also partnered with Roblox to build a virtual game—a mix of soccer and bowling—for its younger fans.
Backing up a bit
Acceptance of the metaverse has been slow with many investors and experts questioning Meta Platform CEO Mark Zuckerberg’s focus on the technology.
In fact, many experts are predicting the metaverse will not be a significant part of people’s lives even by the year 2040.
These experts suggest that the current hype around immersive technology is just that—hype. Some of the advanced technology will make its way into general technology, but not enough of it to have a significant effect.
Most likely, these virtual tools will make their biggest waves in gaming technology, entertainment, and education.
These experts pointed out that immersive virtual reality systems already exist, and the public is not flocking to these platforms. Full-on immersion into these digital platforms will likely remain unpopular.