Exploring immersive technologies in High Performance Sport
“What if athletes could train for the roar of a stadium crowd without leaving their training base?”
That was one of the questions posed at a recent event hosted by the UK Sports Institute [UKSI] Performance Innovation [PI] team, which explored potential applications of immersive technologies in High-Performance Sport.
Immersive technologies are digital tools – such as virtual reality [VR], augmented reality [AR], and mixed reality [MR] – that create interactive, engaging experiences by blending the physical and virtual worlds.
Held at King’s College London, the event was attended by the British Olympic Association [BOA], the British Paralympic Association [BPA], UK Sport [UKS], National Governing Bodies [NGBs], and other key stakeholders both inside and outside of sport.
As well as exploring potential applications of immersive technologies, the event provided an opportunity to share knowledge and identify opportunities for future Olympic and Paralympic Games.
Dave Thomas, Performance Innovation Consultant at the UKSI, explained why it was important to facilitate this event: “In Performance Innovation, we have a responsibility to work on behalf of sports in identifying potentially disruptive ways of working that could help the way we prepare and perform.
“Part of the way we do this is to tirelessly build our network of trusted experts from outside of sport, who might help us navigate these new fields.
“As technologies surrounding immersive environments continue to improve and broaden, it was a logical time to bring people from the High-Performance System together along with leading thinkers and doers from the arts, academia and industry, to progress our understanding and identify where the sweet spot might be, if any, for immersive technologies to assist in the support of athletes, coaches and staff.”

The day started with a discussion led by Greg Stevens and Rebecca Shanahan, Performance Innovation Consultant’s at the UKSI, where attendees reflected on what immersive technologies meant to them, which included sharing any curiosities and questions in this area.
Dr Oliver Runswick, Senior Lecturer at King’s College London, then presented to help the group understand what immersive technologies are.
Oliver shared examples from golf, boxing, cycling, and cricket, including the use of head-mounted displays [HMDs], and highlighted that simulation training has been taking place since the moon landing.
When reflecting on the importance of being involved in this event, Oliver said: “We [King’s College London] are trying to do research and translate things into practice that will be useful for the community.
“Being able to share the knowledge we have while understanding the sports needs will help us prioritise the work we do.”
After examples and learnings from the existing use of immersive technologies in Olympic and Paralympic sports were shared, attendees listened to three presentations on insights from the arts, game design, and the medical world.
One of those presentations was from Kirsty Jennings, a two-time Emmy-nominated Executive Producer, who presented on ANAGRAM’s IMPULSE: PLAYING WITH REALITY, which is a mixed reality experience about ADHD.
Kirsty said: “I was impressed with how thoroughly engaged people were in conversations around ways that immersive technologies can be used to enhance a range of sports.
“Bringing in professionals already working with immersive technologies felt like a real strength to the day and created a platform where challenges could be met with ideas and expertise.
“There is clearly a great crossover in this space that has been effective within the arts and healthcare sector.”
The event concluded with a Q&A facilitated by Luke Gupta, Performance Innovation Consultant at the UKSI, where attendees discussed learnings from the day, shared how immersive technologies could be implemented in their respective roles, and how simpler options could be just as effective as the more expensive ones.
The group also acknowledged the importance of embracing immersive technologies moving forward, which Jonathon Riall, Head of Performance Services at the BPA, highlighted: “I think it is critical to hold space to consider things untried and unknown in our respective worlds.
“The delivery of teams to the Games requires a complex operational plan, and it’s important to consider whether new technologies, or new thinking, can support this delivery being done more efficiently or effectively.”
Chris Wagg, Head of Performance Support at British Shooting, added: “Immersive technologies offer new and different ways to enhance performance, so the opportunity to explore the possibilities is exciting as we consider how we can optimise athlete development in preparation for LA 2028 and Brisbane 2032.”
Following the event, the UKSI’s PI team plan to organise a follow-up meeting with attendees and continue to build a network in the immersive technologies space, which Dave highlighted as being important in a complex area: “I was really pleased with the curiosity, energy and humility that all sides brought to the conversation.
“We were able to have pragmatic and measured conversations about the relative strengths and benefits of different methods and understand the varying levels of effort involved in implementing immersive technologies in our context.
“I think there is an opportunity to overcome some of the logistical challenges posed to sports that will become increasingly important over the coming cycles.
“However, there was strong consensus in the room that immersive technologies are just another tool in the toolbox. It is critical to focus on the impact sports are seeking before being led down a particular path, technologically or otherwise.”