Tennis will benefit as much or more than any other traditional  sport from Virtual Sport, because Racket:Nx swing mechanics are so close to and reinforcing of classical tennis swing mechanics. This is especially true with the inexpensive and untethered Oculus Quest.

This is true regardless of different individual style, because every Racket:Nx player has the opportunity to “hit out” on every shot, as bio-mechanically effectively as she can. There is no concern about the countervailing forces of conventional tennis… the need to “stay in bounds.”

In the same way that most people can naturally and intuitively maximise their swing impact while chopping a tree, they can do the same – without inhibition – while playing Racket:Nx.

First, there is no “out of bounds” in Racket:Nx, and second, it is almost always most effective to hit the ball as hard as possible, with no restrictions.

These facts free the Racket:Nx player to indefinitely play with pure abandon, and with time and practice, with “accurate abandon.”

So, far more hits are both physically and emotionally satisfying.

These attributes combine with the visual and auditory reinforcements of the game to create a “healthy addiction” that is limited only by the player’s time limits and the player’s fitness.


Expanding and growing the game of tennis has two dimensions:

1. Creating a New Tennis-Compatible Racquet Sport, whose bio-mechanics sufficiently mirror those of tennis that transition from Racket:Nx is simplified, and that tennis players can meaningfully hone their skills and fitness in tennis by practicing Racket:Nx.

2. Converting Racket:Nx players to tennis.

Racket:Nx aspires to do both, and we have proved both concepts.

Broadening the Market: Who Will Play

Also available as a video [below]

Adding a New Racquet Sport.

How Racket:Nx can Lead to Tennis.

Jump-Starting Tennis with Racket:Nx

Bio-Mechanics Heaven

How Coaching Will Benefit.

Golf Did It, Expanding the Field for Golf Club Play.

Top Golf isn’t really Golf either, but the Swing Mechanics are the Same.

Pickleball didn’t ask permission to broaden the market. They just did. Let’s Just Do.

Beach Tennis isn’t really Tennis either.

True Gender-Neutrality Could Be The Biggest News of All.

Esports often lay claim to gender-neutrality, because males and females play with the same keyboards. But there is a substantial body of evidence which indicates that, in general, and with the possible exception of the highest performing individuals, men react faster than women.

Not a trivial differentiator in a game environment like esports in which milliseconds matter.

Racket:Nx is different. The threshold of reaction requirement is sufficiently low that differences in measurable reaction times are moot.

Translation: hyper-fast reactions rarely matter in Racket:Nx. They always matter in keyboard/console-based esports.

This Model Sums Up Everything.
Click this image to see our Tennis Participation Model in a separate window.
Then just close that window to return here.

Finally… remember this chart?

This is what it looks like with Racket:Nx.

Addressing The Leaky Bucket Problem

Enhancing The Leaky Bucket

We have an opportunity to steal a march on the transformation of two industries, that are both ripe for enhancement and disruption, one obviously, the other less so.

The obvious one is tennis, whose dynamics apply similarly to all racket sports, including the “new wave” of Pickleball, et. al.

Tennis’ problem is that – like booksellers before the advent of Amazon – it is delivering its core product, the movement of tennis, far less optimally than the market requires and, more important, far less optimally than an alternative that is about to descend on tennis as Amazon did bookstores: virtual, cloud-based, athletic, racquet sport.

The less obvious one is “Esports,” that represents competitive computer gaming, often for breathtakingly high stakes.

Esports’ problem is that it is rising on the crest of a well-identified financial bubble, that will be compounded by another, less evident social bubble, driven by a rising revulsion of violence in computer games. That revulsion, coincidentally, will be driven by the rise of virtual reality, and the increasing availability of hyper-real evocations of violence.

In the first case, cloud-based virtual racquet sport [specifically, Racket:Nx, developed by One Hamsa, in Tel Aviv] is positioned to attract and retain a wide swath of the traditional tennis [and other racquet sport] candidate population, including many if not most of those that are leaving traditional racket sports at a high rate. It is also positioned and suited to attract a broad population which would not normally be in the tennis candidate pool at all.

In the second case, cloud-based virtual racquet sport is positioned to fill the gap that will be left by the retreat of many sedentary, violent computer games from the market in general and in particular from the most attractive market sectors, including those represented by entities like the NCAA and the Olympic Program, from both of which esports have recently been roundly rejected. On the other hand, International Olympic Committee President Thomas Bach recently said “Yes!” to virtual sport for the Olympic Program.

These transformations are being accelerated by the availability since May 2019 of the revolutionary [really] Oculus Quest VR headset kit, along with its associated Facebook-integrated social network and connection features. This is a combination that is unique and unprecedented.

The game has changed.