Virtual Sports Association https://virtualsportsassociation.com Building the Future of Sport Thu, 19 Dec 2024 23:32:15 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.5 154711898 Articles from the Future https://virtualsportsassociation.com/articles-from-the-future/ https://virtualsportsassociation.com/articles-from-the-future/#respond Fri, 11 Oct 2024 19:16:14 +0000 https://virtualsportsassociation.com/racketnx-competition-play-guide-copy/

It’s hard to see the future… unless you make it yourself.
We are doing just that, and we do it by imagining what will come.
Here are three articles that we imagine reading in the future, because of what we did.

WHAT IT IS. WHAT IT MEANS.

The Everyone Sport: How a Social Experiment at Prep Schools Became a Global Sports Phenomenon

In the winter of 2024, a bold experiment quietly began at two of the most prestigious prep schools in America: Phillips Academy Andover and Phillips Exeter Academy. These historic institutions, known for producing future world leaders, played host to a disruptive new idea: The Everyone Sport. What started as a small social experiment, designed to test the boundaries of inclusive, competitive sports, quickly ballooned into a global movement that not only revolutionized athletic competition but also redefined virtual reality as we know it.

By the winter of 2025, The Everyone Sport had become a worldwide phenomenon, spanning continents, engaging every demographic, and earning its place alongside — and often above — traditional sports.


The Genesis: Private Schools as a Testing Ground

The plan was ambitious from the start. Victor Bond, the mastermind behind The Everyone Sport and CEO of the Virtual Sports Association, envisioned something radical: a virtual sport that could be played by anyone, anywhere — leveling the playing field for athletes of all abilities and backgrounds. In a world where professional sports primarily favored physicality, wealth, and geography, Bond saw an opportunity for something vastly more inclusive and just as, if not more, challenging.

But to make it work, he needed to test his theory in environments that were both competitive and culturally impactful. The elite prep schools of Andover and Exeter were perfect proving grounds. Both schools had a reputation for nurturing driven, competitive students, and if The Everyone Sport could gain traction there, it could work anywhere. Bond knew this because he himself attended the oldest prep school in the U.S., The Governor’s Academy.

The concept was simple but groundbreaking: a totally affordable virtual reality-based competition that didn’t just test skill but also factored in effort. In the flagship game, Racket:Next, players wore VR headsets and competed in an immersive racquet sport, akin to squash or tennis but with many futuristic twists. Every swing, every twist and turn, every ounce of energy exerted was tracked by the system, creating a new metric: an effort-to-value exchange rate. Players could contribute to their teams’ performances regardless of their skill level, simply by pushing themselves toward their physical limits.

And each team had unlimited membership, so no one was cut… everyone could play and score for the teams [also unlimited in number] that they wanted.


The Breakthrough Moment: Competition Meets Collaboration

At Andover and Exeter, students quickly took to the game. What started as after-school experimentation grew into an all-out obsession. Tournaments were held between the two schools, and soon other independent schools began to take notice. Bond’s innovation wasn’t just a game — it was an entire competition system that rewarded everyone for their contributions, not just the top athletes.

The Independent School Everyone Sport Association (ISESA), a network of prestigious private schools, saw this new sport as an antidote to the increasingly toxic, hyper-competitive atmosphere surrounding conventional youth athletics in the U.S. and around the world. Within months, the association fully adopted The Everyone Sport, sparking a ripple effect across independent schools nationwide. By 2025, the system had spread to public high schools and universities, including the Ivy League, Stanford, and the University of Michigan.


A Strategic Pivot: Corporate Partnerships and Global Scale

This wasn’t just a grassroots phenomenon. Bond had been planning the next step all along. With success in the prep and university circuits, Bond turned to corporate partners to scale the experience. Apple, Microsoft, Alphabet — all of the tech giants took note. But it was Amazon that emerged as the key partner. Known for its expertise in hardware, Amazon was uniquely positioned to deliver a low-cost, accessible VR headset designed explicitly for The Everyone Sport.

Bond’s pitch to Amazon executives was a masterstroke: a $99 VR headset, specifically designed to lower the barrier to entry for virtual reality sports. Dubbed the Amazon VR Sport, it was built with “Lateral Thinking With Withered Technology,” a concept which guided the development of the Nintendo Wii. This wasn’t about bleeding-edge specs or AR integration as competitors were chasing — it was about creating a durable, affordable headset optimized for sport, not games. And the payoff? A headset that would sell hundreds of millions of units globally.

The brilliance of the strategy was in its simplicity. While competitors like Meta focused on tech innovation, Amazon and Sport:Next focused on market adoption. The Everyone Sport wasn’t just a game — it was a movement that anyone could join. Amazon seized the opportunity to lead in the VR hardware space, while Bond used his partnership with One Hamsa, the developers of Racket:Next to expand and refine the sport’s core experience with the Sport:Next Collective Competition System.


The International Surge: Breaking Barriers and Borders

The Everyone Sport didn’t stop with American schools. By 2025, the game had spread across the globe. International partnerships with countries like Malaysia, Israel, and New Zealand opened new doors, as their schools and universities adopted the sport. The sports federation route also opened, with organizations like the International Racquetball Federation, the Badminton World Federation, and the International Tennis Federation joining the fold. While Bond had initially sought to disrupt traditional sports, by 2026, The Everyone Sport had become a fully recognized and legitimate alternative — a parallel global athletic ecosystem.

Iglesia ni Cristo, the international Christian church known for its global influence and community involvement, also threw its considerable support behind the movement. Their involvement was crucial in spreading The Everyone Sport across Asia and the Philippines, cementing the sport’s appeal across cultural and geographical boundaries.


The Future: A New Olympics?

In 2027, the question on everyone’s mind is not if, but when, The Everyone Sport will establish The Summit, the Olympics of fully inclusive sport. The inclusion of eSports in various international competitions has already begun to blur the lines between traditional and digital sports, but The Everyone Sport offers something different: physicality and athleticism. This is a virtual sport that demands real-world exertion, skill, and strategy. As global adoption has surged, the idea to create a global sport competition became compelling.

Corporations have also begun to integrate The Everyone Sport into their employee wellness programs. Major companies, from Silicon Valley tech giants to Wall Street firms, recognize the team-building and health benefits the sport offers. By 2026, millions of employees worldwide were competing in virtual sports leagues sponsored by their companies, and corporate partnerships with Sport:Next and Amazon had become a major revenue stream.


A New Age of Sport

Sport:Next’s and Amazon’s vision was never just about creating another game. It was about reshaping how we think about sport, inclusivity, and competition in the digital age. The success of The Everyone Sport at Andover and Exeter was just the beginning. What started as a social experiment in the ivory towers of prep school privilege is quickly growing into a global force, transforming education, corporate wellness, and professional athletics alike.

The Everyone Sport is more than just the second coming of the Wii. It’s a glimpse into the future of how humans will engage with sport — and each other — in a world increasingly defined by virtual reality, artificial intelligence, and digital athleticism.

As Bond once said, “The future of sport is for everyone — and that future is now.”

The $99 Bet that Changed Sport… and Society

Amazon’s $99 Bet: How a Bold VR Gamble Turned Into Global Dominance

In the annals of corporate history, there are moments when a company takes a risk so bold that it could either cement their place as an industry leader or flop like a pancake. For Amazon, that moment came when the company decided to invest in a bare-bones, $99 VR headset. While competitors were racing to release the most advanced and technologically sophisticated virtual reality devices, Amazon bet big on simplicity—and it paid off in spectacular fashion.

Fast forward to today: Amazon is not only the leading provider of virtual reality hardware but has fundamentally reshaped the VR landscape across industries. From the smash hit of The Everyone Sport to enterprise solutions and educational initiatives, Amazon’s VR ecosystem has become an indispensable part of global technology infrastructure. Here’s how a “crazy” $99 idea led to their rise as the undisputed leader in virtual reality.

The Spark: A Crazy Idea

It all started with a phone call that some insiders say bordered on lunacy. Victor Bond, CEO of Sport:Next, the Virtual Sports Association and the mastermind behind The Everyone Sport, pitched Amazon an idea: a low-cost, no-frills VR headset that could bring virtual sport into the homes of millions. Amazon’s leadership was skeptical but intrigued. The concept defied the prevailing logic in the tech industry, which at the time was focused on more expensive, feature-packed headsets aimed at the high-end market.

Bond’s pitch was as radical as it was simple: the headset would not aim for the cutting-edge specs that Meta, Sony, Apple and others were focused on. Instead, it would be dedicated to a singular purpose—making The Everyone Sport accessible to the masses. By taking a page out of the Nintendo’s Wii playbook, which used “lateral thinking with withered technology” to offer a unique and addictive experience, Amazon would focus on user experience rather than technological marvels. The hardware didn’t need to be cutting-edge; it needed to be affordable, reliable, and built for fun… and competition.

And it needed to be INCLUSIVE, enabling everyone to play and meaningfully contribute, regardless of their skill level. To that end, teams and team sizes were unlimited… only possible with digital athleticism.

For Amazon, it was a multi-million dollar gamble that could either dramatically boost its consumer VR hardware division or lead to a spectacular flop. The risk? Sinking millions into a headset that might be outclassed by more advanced devices or ignored by consumers still largely uncertain about VR. The opportunity? Becoming the first company to truly capture the untapped market for competitive VR users.


The Execution: Betting on Affordability and Simplicity

Behind the scenes, Amazon’s engineers worked to design a VR headset that could retail for just $99 without sacrificing quality where it mattered most—user experience. The company collaborated with suppliers like Qualcomm, opting for the Snapdragon 750G chipset, a powerful yet cost-effective component that could handle the demands of immersive VR experiences without pushing the price tag through the roof. To further reduce costs, they scoured the “parts bin” of previous tech, making use of components from older hardware and cutting-edge manufacturing techniques.

The challenge, however, wasn’t just building the hardware. Amazon had to ensure that the device would work seamlessly with Racket:Next, the centerpiece game of The Everyone Sport. They needed to convince the world that a $99 headset could still offer a world-class VR experience. And perhaps most importantly, they had to leverage and expand a distribution network that could get this revolutionary product into the hands of millions of consumers worldwide.

Partnering with established e-commerce giants and retail chains, Amazon positioned its new VR headset as the perfect device for families, schools, and everyday consumers—not just hardcore gamers. But the real stroke of genius came from marketing it not as a VR device, but as sports equipment. This subtle shift in messaging allowed Amazon to avoid direct comparisons with more expensive VR headsets and instead focused on the immersive athletic experience that The Everyone Sport promised. The entire Everyone Sport package was $119, including the Racket:Next game, plus a $99 yearly subscription to the Sport:Next Season Pass, all of which together cost less than a youth football helmet.


The Payoff: Taking Over the World of VR

The response was nothing short of extraordinary. The Everyone Sport, powered by Amazon’s affordable and accessible headset, exploded onto the global stage. Initially introduced to prep schools like Andover and Exeter in the U.S., the sport quickly spread to universities, corporations, and eventually public schools and international markets. The low cost of the headset made it an attractive proposition for institutions and families alike, while the competitive nature of The Everyone Sport—where effort, not just skill, was rewarded—created an entirely new kind of demand for VR hardware.

Sales figures skyrocketed. Amazon had bet on volume, and that bet paid off in spades. By the end of the first year, Amazon had shipped millions of units globally, earning accolades not just in the tech press but also in the broader business and sports worlds. What set the company apart, however, was that it didn’t stop there. The Everyone Sport had opened the floodgates for an entirely new segment of VR users—those who might not have considered VR in the past but were now hooked on the immersive, social, and physical experiences it offered. They had their “Wii Moment.”


Beyond The Everyone Sport: Expanding into New Markets

But Amazon’s success didn’t stop with sports. Recognizing the power of their low-cost, high-value headset, the company quickly moved to expand into other sectors, with the Amazon Sport and other more powerful VR hardware. Education was an obvious next step. Amazon’s partnerships with school districts around the world allowed students to access immersive educational experiences in fields like history, science, and geography. In some developing regions, Amazon VR headsets became primary tools for remote learning, offering students opportunities they otherwise wouldn’t have had.


Corporate training
was another unexpected avenue of growth. Amazon’s bare-bones VR headset paved the way for training programs in industries ranging from healthcare to manufacturing. The Amazon devices’ affordability made them attractive options for companies looking to scale VR training across thousands of employees without the prohibitive costs associated with higher-end headsets. Soon, Amazon had deals with major global corporations that were using its VR technology to simulate everything from surgical procedures to hazardous factory environments.

And then came fitness and wellness. Leveraging the community and competition dynamics established by The Everyone Sport, Amazon expanded into VR-based fitness programs. These platforms allowed users to train virtually, both solo and with friends. Once again, Amazon had cornered a market that others had underestimated.


Competitors Scramble to Catch Up

Amazon’s rise to dominance in VR has left competitors scrambling to catch up. Meta, Sony, and HTC—each with their respective premium-priced headsets—were suddenly on the back foot. While those companies focused on the high-end VR gaming experience, Amazon had captured the hearts and wallets of everyday consumers by making VR accessible, affordable, and engaging. What’s more, Amazon’s integration into non-gaming sectors like education and corporate training meant that it had diversified its revenue streams far beyond what its competitors were able to achieve.

By the time Amazon’s rivals realized the scale of the shift, it was too late. The $99 VR headset had created a wave of consumer adoption that was hard to reverse. Even companies that initially dismissed Amazon’s approach began to follow suit, attempting to release their own budget-friendly devices. But Amazon’s first-mover advantage, combined with its distribution channels and the global presence of the Sport:Next Competition System, cemented its place as the leader in the VR space. The Wii had been a sensation that faded without the robust competition system that defined The Everyone Sport.


The Legacy: Redefining What’s Possible in Tech

What started as a risky bet on an affordable, bare-bones VR headset turned into one of the most successful gambles in corporate history. The company didn’t just create a device; it redefined the way people think about virtual reality. The Everyone Sport might have been the initial spark, but the ripple effects have transformed industries far beyond sports.

Today, Amazon’s VR technology is woven into the fabric of everyday life—whether it’s through gaming, education, training, or fitness. The company’s success has become a case study in how sometimes, focusing on simplicity and accessibility can win out over sheer technological advancement. In an industry obsessed with bigger, faster, and more expensive, Amazon proved that sometimes, the path to dominance is as simple as making the right thing accessible to everyone.

And it all started with a crazy, $99 bet.

The Everyone Sport: Why It Makes Us Happy.

Why The Everyone Sport Became a Global Fixture: The Psychology Behind Its Enduring Success

In an age where trends and fads rise and fall as swiftly as social media posts, few phenomena manage to stand the test of time. From viral TikTok dances to fitness crazes, many once-ubiquitous movements have faded into obscurity. Yet, against this backdrop of fleeting popularity, a virtual sport has not only survived but thrived. The Everyone Sport, which started as a niche experiment in elite prep schools, has grown into an integral part of global culture — as common and necessary as breakfast and dinner. How did this happen? What makes The Everyone Sport so far immune to the natural decay of most trends?

In this article, we dive into the psychological underpinnings of The Everyone Sport’s enduring success, analyzing the deep human needs it satisfies and the unique factors that have made it a permanent fixture in people’s lives across the world.

The Need for Belonging: Universal Inclusivity

One of the foundational principles of The Everyone Sport is its inclusivity. From the very start, creator Victor Bond sought to create a competitive environment where everyone could contribute and feel a sense of belonging. In traditional sports, the concept of athletic ability always creates divisions: the skilled and the unskilled, the winners and the losers, the picked and the left out…the included and the excluded. However, The Everyone Sport obliterated these boundaries by setting no limits on team size or number, and introducing an effort-to-value exchange rate that registers and rewards players not just for their skill but for their effort.

Psychologically, this taps into the fundamental human need for belonging. According to Maslow’s Hierarchy of Needs, the need to belong is one of the primary motivators of human behavior. People thrive when they feel accepted as part of a group. The Everyone Sport, by design, ensures that every player, regardless of their athletic prowess, feels a sense of contribution and value. This inclusivity has been critical in ensuring that the sport didn’t fall by the wayside like so many exclusive fitness trends. By democratizing competition, The Everyone Sport resonates with people across all walks of life — from schoolchildren to corporate professionals to retirees.

Competence and Mastery: A Psychological Driver for Engagement

Though The Everyone Sport prides itself on inclusivity, it doesn’t compromise on the drive for excellence. Players can still improve their skills and experience the satisfaction of mastery, a key psychological motivator identified in self-determination theory. This theory, developed by psychologists Edward Deci and Richard Ryan, posits that humans are driven by the need for autonomy, competence, and relatedness. In The Everyone Sport, competence is built not only through mastering physical techniques but also by improving personal attributes, such as endurance, focus, and strategic thinking.

Players are consistently motivated to outdo their previous performances, chasing personal bests in both effort and skill. This blend of effort and ability means that everyone, from beginners to advanced players, can experience the satisfaction that comes from growth and achievement. Traditional fads often lose their appeal when the initial rush of novelty fades, but this sport’s ability to continuously challenge players ensures that it remains compelling long after the first experience.

Social Connectivity: Strengthening Relationships

Humans are inherently social beings. The Everyone Sport capitalizes on this by fostering relationships, teamwork, and healthy rivalries. Unlike solitary fitness trends that emphasize individual achievement — like at-home fitness apps or gym routines — The Everyone Sport is a necessarily shared experience. It connects people not only physically but also emotionally. Whether it’s teams of students competing against one another or corporate colleagues participating in international tournaments, the sport strengthens bonds.

In modern life, where social isolation and loneliness are growing concerns, The Everyone Sport offers a structured way to connect with others. The shared experience of competition, paired with the encouragement of effort over sheer skill, means that participants are more likely to feel emotionally invested in their teams and communities. Psychologist John Cacioppo, known for his work on loneliness, has pointed out that meaningful social connections are critical to our psychological well-being. The Everyone Sport nurtures these connections by creating a space where people of all backgrounds come together, pushing each other to succeed in ways that matter to them.

Physical and Mental Health Benefits: Meeting Basic Human Needs

Another major reason The Everyone Sport has become a fixture in global life is its significant impact on both physical and mental health. As sedentary lifestyles become more common due to technological advances and remote work, The Everyone Sport offers an accessible way to integrate physical activity into daily life — without the intimidating costs and barriers of traditional sports. By lowering the entry threshold through affordable VR headsets, the sport becomes available to virtually anyone, anywhere, with minimal space.

Physically, participants benefit from engaging in real-world activity, even if they’re competing in virtual spaces. Movement, especially when combined with competition and community, is a potent antidote to the modern-day challenges of stress, anxiety, and depression. The endorphins released during vigorous play help to reduce stress, and the mental focus required to play well helps keep participants present, as do mindfulness practices.

Mentally, the sport’s combination of physical exertion, strategic gameplay, and social engagement hits all the right psychological buttons. The Everyone Sport isn’t just about moving your body; it’s about engaging your mind and connecting with others. Psychologist Mihaly Csikszentmihalyi’s concept of “flow” — the state of complete immersion and focus during an activity — is often experienced by players during intense play, providing a deep sense of satisfaction and contentment that goes beyond what fleeting trends can offer.

Constant Evolution: Keeping the Experience Fresh

Part of The Everyone Sport’s long-lasting appeal lies in its ability to evolve. While many fitness or gaming trends burn out because they fail to innovate, The Everyone Sport continues to introduce new features, challenges, and competition modes. Through its partnership with Racket:Next developer One Hamsa and top tech company Amazon, The Everyone Sport constantly upgrades its VR competition platform, making the experience more varied, and more accessible.

What’s more, the integration of Artificial Intelligence (AI) coaching adds layers of personalization and excitement. By using AI to track and guide players’ effort and skill improvements, the system dynamically adjusts difficulty levels and suggests personalized challenges which providing 24/7 available companionship and dialogue. This keeps players from hitting the dreaded “plateau” that often leads to a drop in motivation. The Everyone Sport’s adaptive and responsive nature ensures that no two experiences are the same, keeping it endlessly engaging for participants.

A Cultural Shift: From Fad to Fixture

Finally, perhaps the most compelling reason for The Everyone Sport’s endurance is that it represents a larger cultural shift. We live in a world that increasingly values inclusivity, well-being, and technology. The Everyone Sport taps into all these trends. As traditional sports continue to grapple with issues of inequality, cost, and exclusivity, The Everyone Sport offers an alternative vision of what athletic competition can be: based on fairness, shared effort, and collective participation.

The sport’s integration into schools, universities, corporations, and every imaginable social group has cemented its status as a part of daily life. It’s not just a game to play; it’s part of the fabric of modern living, woven into everything from neighborhood past-time to corporate wellness programs to educational curricula.

As psychologist Angela Duckworth famously described in her work on grit and perseverance, the key to success often lies not in innate talent but in consistent effort and resilience. The Everyone Sport champions these values, as they are central to its structure. And as a result, it has created a community of players who don’t just participate in a trend — they are part of a global movement, one that continues to grow, adapt, and inspire.

In a world full of fads, The Everyone Sport has become a permanent fixture because it satisfies our most fundamental needs: connection, challenge, belonging, and growth.

And that’s why we believe it’s here to stay.

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The Everyone Sport: Visions https://virtualsportsassociation.com/everyone-sport-visions/ https://virtualsportsassociation.com/everyone-sport-visions/#respond Sat, 31 Aug 2024 17:13:07 +0000 https://virtualsportsassociation.com/real-virtual-tennis-racketnx-copy/

This is an unstructured tour through a small selection of our visionary material.
It will give you insight into the world that we’re building.
The left slide is often related to the right slide.
Please feel free to re-post anything here.

This is an introduction to The Everyone Sport, addressed to the kids and parents of Youth Sports.

This is a one minute commercial for Racket:Next, that will give you a taste of this incredible game.
ENJOY.

This is an introduction to Racket:Next, our core game, featuring one of the hundreds of demonstrations that we provided at The 2022 World Games, in Birmingham, Alabama.

Frank Herbert’s DUNE is one of our favorite novels, about an incredible future that has a bit of everything… except sport.
This video asks the question: “WHAT IF…”

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Democratic Sport for Floodgate https://virtualsportsassociation.com/living-in-the-future/ https://virtualsportsassociation.com/living-in-the-future/#respond Mon, 22 Jul 2024 22:10:03 +0000 https://virtualsportsassociation.com/vrai-sport-copy/

WE HAD NEVER SEEN A WALK LIKE THIS… AND

YOU HAVE NEVER SEEN A SPORT LIKE THIS. NO ONE HAS.

With unlimited teams and unlimited team sizes… With every player’s EFFORT counting in their score… With every player being PAID to play.

This is not just a new sport… it is a whole new way of THINKING about sport, all made possible by Virtual Reality and Artificial Intelligence.

[CLICK EACH IMAGE TO EXPAND, AND CLICK THE LINKS BELOW THEM TO SEE AND EXPERIENCE MORE.]

PLEASE CLICK HERE FOR A GOOGLE DRIVE PDF OF THESE SLIDES.

And THANK YOU for the tremendous insights of Pattern Breakers, which you will see reflected in our presentation.

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VRAI Sport… REAL Sport https://virtualsportsassociation.com/vrai-sport/ https://virtualsportsassociation.com/vrai-sport/#respond Wed, 26 Jun 2024 15:59:04 +0000 https://virtualsportsassociation.com/what-we-believe-copy/

The letters “VR” and “AI” combine to spell the word “VRAI” in French, which means “TRUE” or “REAL.”

So, “VRAI Sport” means “TRUE Sport” or “REAL Sport.” This is ironic because the “V” stands for “Virtual,” and the “A” stands for “Artificial,” which mean “Unreal” or “False.”

Be that as it may be, the meaning of VRAI Sport is important to us, because it goes to the heart of our intention, which is to provide the most authentic sports competition experience to the most people in the world, regardless of ability.

After all, this is the major change that we want to bring to the world, now and into the far future, as The Everyone Sport.


We believe that REAL Sport in the world must be available to everyone who can move and WANTS to participate.

INCLUSION is our reason for being, and we will always include EVERYONE.

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Democratic Sport Slideshow https://virtualsportsassociation.com/democratic-sport-slideshow/ https://virtualsportsassociation.com/democratic-sport-slideshow/#respond Wed, 15 May 2024 01:45:37 +0000 https://virtualsportsassociation.com/what-we-believe-copy/

The Future is Now.

For your convenience, you will find a fifteen minute summary of Democratic Sport HERE.
Or Click HERE for a full, extended presentation [80 slides], with added commentary.

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A Selection for Anne Helen Petersen https://virtualsportsassociation.com/anne-helen-petersen/ https://virtualsportsassociation.com/anne-helen-petersen/#respond Wed, 08 May 2024 17:43:29 +0000 https://virtualsportsassociation.com/democratic-sport-copy/

For your convenience, you will find a fifteen minute text summary of Democratic Sport HERE.

This is why we connected with you. No one else grasps what you describe here, and beautifully and powerfully elaborate.
Athletic, Inclusive, and Competitive kids’ sport is absolutely possible.
We call it DEMOCRATIC SPORT.

This slide is our story: to save the world – starting with kids – from the Old World of sport, going through existing institutions and organizations, like schools, and from there to any group of people in the world, EVERYWHERE.

Conventional sport teams are by definition limited in size and diversity, which is why the competition begins just to “make the team.”

FOR VIDEO [1:08] CLICK HERE.

All the worst and the best motivated efforts to fix this problem are failing miserably, because the underlying dysfunction is unchanged: the system REQUIRES that most players LOSE or be otherwise EXCLUDED. It is a brutal, Darwinian pyramid, which renders even the most sincere and well-funded efforts “lipstick on a pig.”

Every sport fan in the world would love to play professionally, if they had the talent and the time, which the vast majority do not. Neither do the vast majority of athletes who try their hearts out to make the professional ranks. This has been true since the dawn of sport thousands of years ago.

This also means that ANY player can meaningfully contribute to their team’s/tribe’s success by playing well and playing HARD. Their EFFORT literally counts in the team/tribe score. So, no player is left behind… EVERYONE gets to play and make a difference.

None of this could exist without Virtual Reality and Artificial Intelligence. Only with Virtual Reality can we create unlimited teams of unlimited size. And only with Artificial Intelligence can we manage and expand either. Our time is here.

Sport:Next Tribes are teams of unlimited size. ANYONE can join and play… and make a difference. Through the miracles of VR and AI, dozens, hundreds, and thousands of people can play on a tribe, and have their contributions COUNT.

A Sport:Next Tribe can also be as few as three people. The Sport:Next Algorithm makes competition between dissimilar sized teams fair for everyone. Further, the composition of tribes can be determined by the players. Learn more at www.thetribes.world.

Simply put, Racket:Next is an absolutely amazing game, period. Which is why TWO global IOC-recognized International Federations have endorsed it, and Racquetball has authorized it as its OFFICIAL electronic sport. This game, combined with the patent pending Sport:Next System, will redefine global sport for millions.

FOR VIDEO [3:05] CLICK HERE.

All Sport:Next Democratic Sport players have ALL their scores automatically posted to whatever levels of the game they choose, from their neighborhood to the pros and world sports., including The Summit, our “Olympics.”

This illustrates how the Sport:Next System manages the score between an unlimited teams of different sizes, and includes the critical dimension of EFFORT [calories burned] in the actual score. And all play is SOLO, so scheduling is easy and convenient for everyone. No competition system has ever done these things before.

Beyond recognition and support, every player has the chance to generate income through Democratic Sport play. The Giving:Next System attracts sponsors, advertisers, and charitable contributors to the Giving:Next Fund. All of which give players another reason to play: to become a paid professional. [*The Fitness App is already inside the game.]

These conventional sports costs are VERY conservative compared to what people are actually paying. Most kids need to register to play, but if yours do not, the other costs will more than compensate. And remember, our total costs include VR equipment and the game ONLY in the first year, IF the player does not already have a Quest 2 and Racket:Next, the game.
All following years will be only $100, whereas the other sports INCREASE from year to year. The Quest will last for years, and newer ones will only decrease in cost.

This is where the rubber meets the road: comparative cost, and we dominate. We do so first because our cost is dramatically lower. Our yearly cost for everything, including our preferred VR headset [Meta Quest 2], the game, Racket:Next, and the Sport:Next 365 Season Pass is far lower than any conventional sport yearly cost.
On this point, keep in mind that over 350 thousand people ALREADY have a VR headset and Racket:Next, so they only need the $100/year Season Pass.
Beyond cost, however, is the fact that we offer FAR, FAR more than does conventional sport to every player in our System.

FOR VIDEO [3:07] CLICK HERE.

The second major phase of our story: to fan out from education to every place and organization, because we can establish free-floating teams and leagues, anywhere and EVERYWHERE.

We will eventually [in less than ten years] be in the middle of the New Society that Artificial Super Intelligence will create. We will be one of the core providers of meaning – and income – for billions of people.

Beyond all of this, the advent of AGI will enable an additional brand of competition, with a fundamentally advanced ethic: ADDITIVE COMPETITION:

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Protected: Bond Silverman https://virtualsportsassociation.com/bond-silverman/ https://virtualsportsassociation.com/bond-silverman/#respond Wed, 01 May 2024 01:38:43 +0000 https://virtualsportsassociation.com/democratic-sport-summary-copy/

This content is password protected. To view it please enter your password below:

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The Everyone Sport – The Tribes https://virtualsportsassociation.com/the-tribes/ https://virtualsportsassociation.com/the-tribes/#respond Sun, 21 Apr 2024 16:09:36 +0000 https://virtualsportsassociation.com/democratic-sport-copy/

Conventional sport teams are by definition limited in size and diversity, which is why the competition begins just to “make the team.”

Sport:Next Tribes are teams of unlimited size. ANYONE can join and play… and make a difference. Through the miracles of VR and AI, dozens, hundreds, and thousands of people can play on a tribe, and have their contributions COUNT.

A Sport:Next Tribe can also be as few as three people, and every Tribe has a Chief. The Sport:Next Algorithm makes competition between dissimilar sized teams fair for everyone. Further, the composition of tribes can be determined by the players themselves, so affinity rules.

Every sport fan in the world would love to play professionally, if they had the talent and the time, which the vast majority do not. Neither do the vast majority of athletes who try their hearts out to make the professional ranks. This has been true since the dawn of sport thousands of years ago.  Until NOW…

All Sport:Next players have ALL their scores automatically posted to whatever levels of the game they choose, from their neighborhood to the pros and world sports., including The Summit, our “Olympics.”

This illustrates how the Sport:Next System manages the score between an unlimited teams of different sizes, and includes the critical dimension of EFFORT [calories burned] in the actual score. And all play is SOLO, so scheduling is easy and convenient for everyone. No competition system has ever done these things before.

All of the team branding that we see today will apply to our global tribes.

We will offer a range of tournament modes, to accommodate the preferences of all players to have a sport that fits THEIR schedule.

Any player or spectator can check the status of any competition, from any digital device.

Diana has selected a wide range of Leaderboards on which she wants all her scores tracked and displayed, from her family to her professional team, the San Francisco Shield. Her rank varies depending on the competitiveness of the play environment, but there is always a ‘Board on which Diana can shine.

This slide explains itself: 24 hour, seven day a week Personal Support. What this slide cannot show is how incredibly professional, effective, and for lack of a better word, HUMAN and deeply ENGAGING this will be.

Beyond recognition and support, every player has the chance to generate income through Democratic Sport play. The Giving:Next System attracts sponsors, advertisers, and charitable contributors to the Giving:Next Fund. All of which give players another reason to play: to become a paid professional.

FOR A PLAYER/PARENT FOCUSED VIDEO [3:07] CLICK HERE.

We will focus first on schools and other youth-oriented environments, where the sports crisis is keenest. Then, we will expand organically, everywhere.

None of this could exist without Virtual Reality and Artificial Intelligence.

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The Everyone Sport : What this all MEANS https://virtualsportsassociation.com/democratic-sport-summary/ https://virtualsportsassociation.com/democratic-sport-summary/#respond Sun, 17 Mar 2024 12:09:28 +0000 https://virtualsportsassociation.com/democratic-sport-copy/

Hi… I’m Victor Bond, CEO of Sport:Next.

Let me tell you a big story, about human beings, about sports competition, and about the very near future.

From the beginning of human society, sports competition has been exclusive, meaning that only a very limited number of people can even qualify to enter serious competition… to join a team… because teams and competitions are by definition limited in size. And of those people that do make the team, half or more rarely play when the game is on the line.

This has meant that the vast majority of people of all ages who would like to play serious competitive sport has been excluded or has quit, to their massive detriment.

Our crises of obesity and loneliness are only two of the consequences of this exclusion.

Beyond this, the time is soon coming that human meaning itself will be in crisis, as Artificial General Intelligence robs most of us of our primary income and basis for meaning: work.

The limitations of conventional competition – limited access and team size – have been obvious burdens for thousands of years… but they are no longer necessary.

New technologies – Virtual Reality and Artificial Intelligence – can now release competition from these limits.

Teams and leagues can be unlimited in size and anyone and everyone who wants can qualify to play on any team [or “tribe”], regardless of level, from school to the professional and world ranks. And all play is infinitely flexible SOLO play.

We know that this sounds completely insane, but it is in fact inevitable once one sees how to do it… and we at Sport:Next see how to do it.

With Everyone Sport, we will usher in a new age of sports competition that is perfect to address our present and future crises.

Fully athletic virtual reality sport will combine with artificial intelligence support to enable everyone that wants to play racquet sport at every level in the world. And racquet sport is more than twice as popular as soccer.

What we call “Digital Athletics” combines the athletic with the digital in a way that enables anyone who can swing a racquet to fully participate.

Beyond this, because it is digital, we can detect players’ calories burned and apply their EFFORT to their performance score to enable anyone to make a meaningful competitive difference by just PLAYING HARD, regardless of their skill level.

Further, we can convert those calories into dollars, disbursed from a sponsor-supported fund, that pays each player, based on their effort.

Which means that most players will play every day, to their physical and financial health and society’s benefit.

Our patented Everyone Sport Competition System can fairly calculate and compare the scores of different sized teams [or “tribes”] to determine the winners.

So, we will still have winners and losers, but – unlike our present system – EVERYONE will be able to play and meaningfully contribute every match and every day.

And we will offer all of this to each player for a $100 a year subscription, at a 75% margin, because it is a digital service.

Over 350,000 people already have VR headsets and copies of our game – Racket:Next – so they will ONLY pay $100.

But those who need to buy a headset and the game can get them both for only $220… $100 less than the Nintendo Wii, that sold over 100 million units.

Based ONLY on subscriptions to U.S. – based young players, Democratic Sport has a Total Addressable Market of $4 billion, and a global market to everyone of over $400 billion.

We will be in profit in year one and will clear $50 million by year 3, based on $2 million funding.

We will go to market in schools and universities, then expand to every organization and geography on earth.

Our influence and impact will only grow with the transition to and into the Age of AGI.

We will become the world’s largest Activity-Aligned Social Network, rivaling the scope of Facebook and Tik Tok.

Because now, after thousands of years, EVERYONE can do what they’ve always wanted to do: BE ON THE STARTING TEAM AT EVERY LEVEL OF SPORT AND MAKE A DIFFERENCE.

And we will dominate sport in the Age of Artificial General Intelligence.

Plus, we will mitigate the looming AGI financial disaster for conventional sport.

Every start-up wants to change the world.

This one actually will.

Come join us, and make a difference for EVERYONE.

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Democratic Sport… Intentional Family https://virtualsportsassociation.com/intentional-family/ https://virtualsportsassociation.com/intentional-family/#respond Sun, 11 Feb 2024 00:25:51 +0000 https://virtualsportsassociation.com/what-we-believe-copy/

There is another, deeper, way to describe Democratic Sport: Intentional Family [IF].

That term has been used in the past to describe groups of people who are not traditionally “related,” but decide to come together with social bonds like what we ideally think of as “family.”

We say ideally because the modern family is less like that ideal today than ever.

The family unit has long been imagined – and for many for a long time lived – as the ideal, supportive, integrated social unit. It had only birth as its entrance requirement and death as its cancellation. And it was the core element of individual meaning in society. When all other relationships or affiliations failed, one was always a father, a mother, a husband, a wife, a daughter, or a son… and those roles meant something important.

Those things are no longer true for more and more people every day. The family is disintegrating,  and social data confirm that disintegration.

More important, family has been the most powerful integrative element in society.

Every other integrative element has always been less so, including work, school, faith, sports affiliation, and now, in the modern world, media and information sources and technology-driven social networks.

They are also disintegrating, and at faster rates than family.

These integrative social elements are falling apart because of the dissolution of entrance and cancellation requirements, like birth and death for families. 

Those requirements have been dissolving for years because their common foundations have eroded.

Just as we once got our information about and confirmation of reality from common sources, we also defined our roles in society around our long-term work. Neither of those social integrations are functional now.

Just as our faiths once united us in at least a shared sense of the divine [even if those “divines” differed], we also shared common emotional cause through affiliations with sports teams [on which we never remotely had a chance to play ourselves]. These affiliations too are falling apart.

And the tech-based social networking that was supposed to unite us in universal connection has blown us all apart into a million social fragments.

It is no surprise, then, that the rising malaise of the times is the ironic epidemic of loneliness in our hyper-connected society.

The good news is that all of these disintegrations are about to be melted away by the annealing fire of AI.

It will make superfluous most of the divisions that support our fragmentation today.

Work, of course, will itself become superfluous for most people as AI replaces human ingenuity and operational skill.

The same will apply for schools, which will no longer be preparations for vocational combat, but human gymnasiums of the mind.

And conventional sport, which has always been occupied by the tiniest of human minorities, will remain as spectacle but will fade beside the active participation of the world’s majority in their own teams, leagues, and families of athletic accomplishment [and income]: Democratic Sport.

People will still want and need something uniquely and avowedly human to share, to relate individuals to each other and to groups that have a common purpose.

We believe that common purpose will, for most people, be athletic competition: the joint, shared effort to accomplish a goal, arrayed against other humans in a kind of physical recreation with meaning: competitive victory.

However…

The focus of traditional and conventional competition has always been on the result: winning or losing. First and longest ago, because the winner won the spoils of victory, whether it was land or food or money or whatever was in sufficiently short supply to engender conflict. Some method was needed to rationally distribute the “spoils.”

The first competitions, in this light, were wars… battles over limited resources. When “sport’ emerged, it was a metaphor for war: a battle over the spoils.

It was no coincidence that the spoils of war were replicated in sports as the gold medals of victory. How many have actually wondered why the reward for winning a social, non-violent competition needed to be another metaphor for the spoils of war?

None of these results will be necessary in the not-distant future, when “spoils” themselves become superfluous in a society of plenty.

History’s sport was necessarily focused on the RESULT of the competition: who won and took the spoils.

Future’s sport – Democratic Sport – will be focused not on the result but on the PROCESS of competition: the marshaling of resources and cooperation to compete effectively: the making and management of teams… teams that are fundamentally differently constituted and managed than those of yore.

Our teams will be more like FAMILIES… with no entrance requirements and no dismissals.

In traditional families, the new entrant – the baby – has no choice. In our teams/families, the new entrant will have total and arbitrary choice, to join any team/family in the world and to join multiple families if they are not competitive opponents.

Those teams will span the globe, and cross every boundary of what today is difference and social fragmentation.

The social need for conflict – in work, in school, in families – will be low, but the natural human need for engagement in common causes will still be high.

Democratic Sport, and our global Intentional Family, will serve that need… for everyone.


The Future is Now.

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