Abstract Panel


Authors Information
SequenceTypeName TitleFirst NameLast NameDepartmentInstitute / Affiliation
1 Author Dr. Diego Hernan Varon Rojas Valle del Cauca Docente - Pontificia Universidad Javeriana - Cali
2 Author Mr. Briggette Taryn Cortes Ortiz Santader Universidad Santo Tomás – Bucaramanga
Abstract Information
TrackID
:
IUAES23_ABS_G3290
Abstract Theme
:
P081 - Anthropology of the metaverse: applications, cases and critics.
Abstract Title
:
Metaverse and sport: some of its current challenges
Short Abstract
:
This paper seeks to answer: what are the main challenges posed by the metaverse for sport? What changes are generated by allowing users to work, meet, play and socialize in 3D spaces? It starts from the review of the literature, to locate the perspectives of analysis present in the studies of sport, social sciences and virtual technologies. verse and sport: some of its current challenges.
Long Abstract
:

The central discussion is based on the current concept of the "metaverse", which is understood as a convergence of various technologies linked to 5G connectivity, Artificial Intelligence, 3D technology, augmented reality and virtual reality, blockchain, among others. , which will result in the possibility of developing a parallel reality in real time -a three-dimensional environment-, in which humans could interact in a similar way to how we do in our real environment through a digital replica (avatar).

The question to be answered in this presentation is: what are the main challenges that the metaverse poses for sport? There are many metaverse developer organizations such as Within, from meta, who has developed the Supernatural application, a fitness application in virtual reality environments. In the same way, Olivex is committed to gamifying fitness, and Vifit from Gipuzkoa offers training solutions in Virtual Reality. On the other hand, the “Barça Virtual Dream” as an interactive virtual reality experience, offers immersive experiences in the Blaugrana stadium and in the company of the avatars of Barça players such as Pedri, Ansu Fati or Cruyff. With a pair of glasses, the Blaugrana fan enters the Metaverse where the Nou Camp is located and the Barça players accompany him on this tourist experience.

There are various challenges focused on the changes generated in sports practice, since users meet, play, socialize in 3D spaces and work. Although studies that include sports, social sciences and digital technologies have been developed from the changes generated in societies, therefore this reflection explores the organizational repercussions of those companies that two years ago "bet" on investing various resources to the metaverse.

Abstract Keywords
:
sport, metaverse, business organizations, virtual technologies