The Internet of Things (IoT) became a trenchant phrase because it named a shift that was already underway: objects that were once inert—thermostats, door locks, watches, factory motors—were suddenly instrumented, networked, and legible. They started to produce continuous data, accept remote commands, and coordinate with other systems. The result wasn’t “more gadgets.” It was a new layer of reality: a connective tissue that linked the physical world to computation and, therefore, to markets, governance, and culture.
Now imagine the same transition applied not to objects, but to human exertion—to effort, coordination, skill, persistence, practice, recovery, and competitive meaning.
That is the claim of The Everyone Sport (E-ONE): not merely that we can create a new sport like Racket:Next, or new tournament formats, or even new global leagues—but that we can usher in something structurally different:
The Internet of Sport.
Not “sports on the internet.” Not highlights and betting and streaming. Not fitness trackers and leader-boards stapled to legacy games.
A true Internet of Sport would mean that sport becomes a universal network protocol for human striving—a global system that can measure effort, attribute contribution, coordinate competition, and convert exertion into belonging and value at scale.
1) What the Internet of Things really did
Before IoT, the world was full of physical events—temperature changes, motion, wear, vibration—but those events were local, silent, and uncounted. IoT made them:
- Addressable (each device becomes a node)
- Observable (continuous sensing)
- Interoperable (standard protocols)
- Actionable (feedback loops and automation)
- Economically legible (data becomes value)
The big idea wasn’t “smart devices.” The big idea was networked reality.
The Internet of Sport proposes an analogous move: the world is full of physical effort—walking, lifting, practicing, playing, recovering, competing—but it’s fragmented, socially unrecognized, and economically inert. In conventional sport, almost all human effort is wasted in a specific sense: it doesn’t connect.
Millions can train; only a few can matter.
The Internet of Sport makes effort:
- Addressable (each person is a node)
- Observable (effort and performance become measurable, comparable, and time-stamped)
- Interoperable (different activities can map into a shared system)
- Actionable (competition, coaching, and community become adaptive)
- Socially and economically legible (effort becomes a recognized contribution)
That last line is the fulcrum. Because sport—unlike most work in the Age of Artificial General Intelligence (AGI)—is stubbornly human. A machine can write your email, design your logo, draft your contract. But it cannot be you sweating, persisting, and improving. Sport remains irreducibly embodied, which makes it a uniquely reliable unit of human meaning in a world where many other units will be automated, diluted, or destabilized.
2) Sport has always been the wrong shape for what is coming
Traditional sport is built around scarcity. Scarcity of:
- roster spots
- playing time
- coaching attention
- championships
- recognition
- pathways to “real” status
This scarcity isn’t a moral failure; it was a rational design for an old world. When work was scarce and status was scarce, sport mirrored reality. It trained you for exclusion, ranking, and constrained opportunity.
But that design becomes brittle when society itself stops providing meaning through work for a large share of people. If the “meaning economy” is destabilized, sport can’t simply remain a weekend luxury with a tiny funnel of winners. The demand placed on sport will become vastly larger than legacy sport can carry.
The Internet of Sport begins by flipping the base assumption:
In E-ONE, everyone plays.
Not as a slogan—as a system design constraint.
And once “everyone plays” is non-negotiable, you are forced into architecture rather than tradition. You have to solve for inclusivity, fairness across ability levels, integrity across distance, effort as contribution, and recognition at massive scale.
That’s not a league. That’s a network.
3) The core invention: effort becomes networked
Here is the simplest statement of what E-ONE is doing:
E-ONE turns human effort into a meaningful network-native resource.
In the Internet of Things, sensors turned physical states into data that could be routed, aggregated, and acted upon.
In the Internet of Sport, the “sensor” is the person (and their VR device), and the signal is exertion—captured through game play, session data, team contribution, and performance measures.
But the leap isn’t only measurement. Measurement alone is just quantified self.
The leap is connection: effort that contributes to something larger than the individual.
This is where E-ONE’s team-based competition system matters. People always play solo (anywhere they have their 2-meter play circle for VR), but their outputs feed team totals and shared standings. A single person’s exertion becomes a live input into collective achievement—like a node contributing compute to a distributed network.
That is a deep redefinition:
- In conventional sport, your effort matters only if you’re selected.
- In E-ONE, your effort matters because the system is built to count it.
The Internet of Sport doesn’t “motivate” you with inspirational posters. It motivates you by making your contribution structurally real and meaningful.
4) Racket:Next as the first fully sanctioned “sport protocol” in VR
Every Internet needs a protocol. Something simple enough to run anywhere, structured enough to be comparable, and compelling enough that people want to live inside it.
Racket:Next—played in virtual reality (VR), inside a 2-meter diameter physical play area—does something important here. It creates a standardized arena (the PlayDome) where the environment, the physics, the scoring, and the competitive integrity are consistent across geography and infrastructure.
A kid in a small apartment, an adult in a garage, and a retiree in a quiet room can all step into the same essential sporting space. That alone is a break from the physics of conventional sport, which requires scarce real estate, scheduling, travel, coaching, and institutional permission.
But again, the Internet of Sport isn’t “VR sport.”
It’s what VR allows: a universal, scalable, instrumented sporting environment—the equivalent of a global playing field with built-in telemetry.
IoT needed cheap sensors. The Internet of Sport needs cheap sensors too [low-cost VR headsets and controllers], and standardized play environments. VR is the cleanest path we have… in fact the only path we have.
5) The Sport Utility Grid

The Internet of Things became powerful when devices didn’t just talk to you—they talked to each other and into systems: supply chains, energy grids, logistics platforms, health monitoring networks.
For the Internet of Sport, the analogous structure is what we call the Sport Utility Grid: a system that translates diverse human efforts into a shared language of contribution, recognition, and meaning.
This matters for a brutal reason: effort is abundant, but recognition is scarce.
If we want sport to scale as the primary organizer of meaning in the Age of AGI, we have to solve recognition without resorting to a tiny Gold, Silver, and Bronze podiums.
The Sport Utility Grid is a routing layer:
- It takes raw activity (sessions, intensity, persistence, improvement).
- It normalizes across different team sizes, starting points and abilities.
- It attributes solo contributions to teams at any scale (one person to thousands).
- It produces outcomes that are legible to humans: standings, tiers, milestones, massive human spectacle and drama.
In other words, it is the “internet” part—the rules of connection—not just the “sport” part.
6) A new form of legitimacy: integrity at scale
One reason the Internet of Sport has been hard to imagine is that sport depends on trust.
If I tell you I ran a 4:10 mile, you don’t have to believe me. The achievement exists only inside a trusted framework: verified timing, a known track, an accepted event.
Legacy sport uses institutions to create that trust: leagues, referees, facilities, governing bodies.
The Internet of Sport must create trust differently: through system design—time-stamping, anti-cheat measures, device telemetry, anomaly detection, and transparent rules. It doesn’t abolish institutions; it reduces the number of things that require institutional permission.
IoT made physical reality auditable.
The Internet of Sport makes human effort auditable.
That’s not a small point. It is the difference between “a fitness app” and “a global sporting civilization.”
7) Why this becomes a social network without trying

Every social network before now has had a fatal weakness: it is cheap.
Cheap in the sense that the signals that drive status—posting, reacting, curating—are low-cost, easily gamed, and easily manipulated by algorithms. The result is performative identity, rage incentives, and dopamine economies.
The Internet of Sport is expensive in the right way, and paid in the precise currency that human beings want to pay: their own effort.
Its primary signal is embodied effort. You cannot outsource it to a bot farm. You cannot fake it at scale. You can lie, of course—but the system can detect lies because the activity has physics behind it.
This changes the social fabric:
- belonging comes from participation, not pose
- status comes from contribution, not only virality
- identity comes from persistence, not outrage
E-ONE becomes a humane social network as a byproduct of making effort meaningful.
8) What we can usher in
If E-ONE succeeds as an Internet of Sport, we don’t just get a popular VR sport game. We get a new global substrate with implications that spill far beyond athletics:
- A universal competition layer that works without scarce facilities
- A scalable recognition system that can include thousands without collapsing into meaningless “everyone gets a trophy” sentimentality
- A new economy of contribution where human exertion can be translated into rewards, sponsorship flows, and dignified participation benefits
- A stabilizing meaning system in a world where conventional work-based meaning is declining
- A governance-safe social organism less vulnerable to the manipulation dynamics of attention-only platforms
In the same way IoT quietly rewired industries, the Internet of Sport would quietly rewire communities. It would make “being part of something” available to more humans, more days of their lives, with no dependence on gatekeepers.
9) The big idea, stated plainly
The Internet of Things connected devices.
The Internet of Sport connects human striving and makes it meaningful. Which is what work will soon fail to do.
E-ONE is not claiming that sport is only entertainment. It is claiming that sport can be social infrastructure—a global, inclusive system that routes effort into meaning, community, and value.
If that sounds grand, good. The moment we are entering is grand. When society’s old meaning engines begin to fail, we will discover—quickly—whether we built something that can carry the load.
E-ONE is an attempt to build that carrier: a network where everyone plays, every effort counts, and sport becomes the first truly global, humane protocol for what remains uniquely human.



