Wearable technology is the future of consumer entertainment. Therefore, it is safe to say that it has a future in the entertainment of sports. According to some, there will be a market for wearable technology when it comes to sports content distribution. Although wearable tech may seem pricey and exclusive at the moment, over the public will want to get their hands on this latest advancement in technology. People always crave innovation, and wearable technology is no different.
It is reasonable to assume that sports games will be streamed on these aforementioned platforms in the near future--just look at how quickly mobile and online streaming have gained traction in the mainstream. Now imagine people using virtual reality headsets that are compatible with smartphones to access live look-ins into games and to experience the inclusiveness of live sports content. There is heavy appeal in this concept and the marketplace will surely react.
This added technology can serve as both an alternative and a compliment to the sports experience. It can compliment your experience with augmented reality, through virtual headsets and tech-glasses. In-game experiences can be enhanced, and teams could still generate ticket sales in the process. Leagues are already looking into using wearable technology during their live games to try and lure back the all-important fan and, in the process, make some money as well.
On the other hand, it can serve as an alternative to the live game, through online and mobile broadcasting distributed via wearable technology. Nowadays, instead of going to the game, a lot of people watch TV or stream the games. To replace the standard TV and streaming experience, wearable technology can make you feel like you at the game while in the comfort of your home. This new experience is something, that if affordable, most consumers would consider this alternative. Leagues are also acknowledging this alternative and are looking heavily into online and mobile streaming, which will soon be paired with wearable technology. In the process, although they may lose some fans to the live game experience, they will be able to make the money back through the pairing of wearable technology and streaming-broadcasted games. Whatever role the consumer chooses to have wearable tech play, it will play a role nonetheless.
While some may view wearable technology as overkill—and there are some problems of motion sickness when people use wearable technology—the general public will want to experience this new advent, either as an alternative or a compliment to the sports experience. There is money and potential in the different platforms of wearable technology. It will be interesting to see how sports leagues and teams use this new development to their advantage.




















