Strategic information systems aim to provide their users with an advantage by providing them with analyses of the competitive environment. Football programs can be presented as business organizations that can acquire an advantage over others in player training and recruitment by integrating new methods of analysis into their framework. With the development of technology, this type of system has emerged in sports as a tool for professionals to improve their skills.
Virtual Reality (VR) technologies already possess a number of applications for training people in emulated environments. In sports, VR is on its way to becoming one of the essential tools for a sports organization that aims to acquire a competitive advantage. The practice on a simulated field can also provide an insight into one’s capabilities, especially strategic decision-making, turning VR into a useful tool in recruitment (Online Master of Athletic Administration, 2020).
STriVR, for example, gives teams an opportunity to review real-life situations based on past games (Designing Digitally, 2020). Online Master of Athletic Administration (2020) states that “STriVR has been credited with a significant role in pushing The Arizona Cardinals and The Minnesota Vikings into the playoffs” in 2019. By following their example, football programs can use VR to boost the performance of their players.
In conclusion, VR technologies, such as STriVR and EON, give football teams an edge in strategic positioning on the field, which leads to an increased chance of success. Moreover, they allow organizations to efficiently evaluate recruits for their ability to handle difficult game situations without the need for using an abstract. The basic purpose of a strategic information system is to provide an efficient analysis of data and give an organization an opportunity to capitalize on it, and VR technologies in sports suffice this criterion.
The concept of repetition in sports training plays a vital role for players who pursue a professional career. However, their time in the field is limited by physical and time constraints. Other than getting fatigued, players have a chance to receive traumas during practice, which significantly hinders their ability to conduct further training and harms their performance (Designing Digitally, 2020).
VR provides players with the ability to practice tasks that are otherwise difficult or dangerous to execute in the real world (Johnson, 2019). Moreover, STriVR allows players to practice anywhere and without the need for team members, as pre-recorded data within a simulation gives all the vital information to simulate situations on the field (“Sports training in virtual reality,” n.d.). STriVR and EON give organizations an edge in strategic decision-making, increasing their chances of winning.
For example, players in football programs that use VR as a training tool gain the ability to train anywhere, which is crucial for training both repetitive and strategically advanced moves. Research shows that skills obtained in a simulated environment are transferred to the situations in the real world (Johnson, 2019). Therefore, football programs can increase the potential of their players.
By including VR in a football program, an organization gains a competitive advantage, leading to a better result on the field. Football recruitment is a highly competitive environment where every benefit counts. The organizations in NHS and NCAA continue to explore new options for providing their teams with an advantage over others (Online Master of Athletic Administration, 2020). The unique opportunities offered by VR technologies are essential for football programs to increase their competitive potential.
References
Designing Digitally. (2020). How the NFL uses virtual reality for training. Web.
Johnson, M. (2019). VR training improves real-world sports performance. ITnews. Web.
Online Master of Athletic Administration. (2020). Virtual training for football is becoming a reality. Ohio University. Web.
Sports training in virtual reality. (n.d.). STriVR. Web.