7개의 주요 국제 스포츠 연맹이 모이다 – 가상 및 시뮬레이션 스포츠의 새로운 청사진이 그려지다.

[ChatGPT를 사용한 기사 내용 요약이며, 원문 기사는 아래에 있습니다.]

중국 선전, 2025년 2월 24일 (GLOBE NEWSWIRE) – 2월 16일, **텐센트 e스포츠(Tencent E-Sports)**는 중국 선전에서 **‘Empower Esports Worldwide Series – China Stop’**을 개최했다. 최근 몇 년 동안 e스포츠가 아시안 게임과 올림픽에 진입하면서, 가상 및 시뮬레이션 스포츠의 발전과 탐색이 전 세계적인 관심사가 되고 있다. 이를 위해 이번 시리즈의 일환으로 **‘가상 및 시뮬레이션 스포츠 워크숍(Workshop: Virtual & Simulated Sports)’**이 특별히 마련되었으며, 7개의 주요 국제 스포츠 연맹과 소프트웨어 및 하드웨어 개발사 대표들이 참석했다.
이는 최근 국제 스포츠 단체 간의 가장 큰 다자간 교류로, 국제 e스포츠 및 가상 스포츠의 발전 동향을 논의하고, 최신 기술을 공유하며, 미래 산업의 성장 가능성을 전망하는 자리가 되었다.

국제 스포츠 연맹의 관점에서 본 가상 및 시뮬레이션 스포츠

디지털 스포츠의 흐름을 공유하기 위해 국제 근대 5종 연맹(UIPM), 세계 배드민턴 연맹(BWF), 국제 사이클 연맹(UCI) 등 7개의 주요 국제 스포츠 연맹이 본 포럼에 참여했다.
특히 ‘국제 스포츠 연맹의 관점에서 본 가상 및 시뮬레이션 스포츠’ 패널 토론에서는, e스포츠 올림픽과 가상 스포츠의 최신 발전 상황이 논의되었으며, 디지털 스포츠의 미래를 함께 그려보는 시간이 마련되었다.

패널 토론 주요 내용

1. UIPM (국제 근대 5종 연맹) – 레이저 런(Laser Run) 시뮬레이션 게임 개발
   UIPM 사무총장 Shiny Fang은 레이저 런 시뮬레이션 게임 개발 이유를 설명하며,

  • “접근성과 확장성이 핵심이다. 디지털 스포츠는 저비용·저진입장벽을 제공해 더 많은 사람들이 참여할 수 있도록 한다.”
  • 디지털 기술을 통해 프로 선수들의 훈련 효과를 향상시키고, 근대 5종의 글로벌 영향력을 확대하길 기대한다고 밝혔다.

2. WT (세계 태권도 연맹) – 가상 태권도 도입
    WT 마케팅&방송 담당 Myungwon Lee는 가상 태권도 발전 현황을 공유하며,

  • “태권도는 연령 제한 없이 누구나 참여 가능하다. 가상 태권도는 전통적 태권도를 대체하는 것이 아니라, 보완하여 더욱 폭넓은 참가 기회를 제공하는 것이 목표다.”
  • 유명인사를 활용한 가상 태권도 대회를 열고 있으며, 온라인 서비스도 제공 중이라고 말했다.

3. BWF (세계 배드민턴 연맹) – 배드민턴과 e스포츠의 결합
    BWF 마케팅 매니저 Rodrigo Pacheco Carrillo는

  • “아시아에서 e스포츠가 큰 영향을 미치고 있어, 이를 배드민턴과 결합하는 방안을 모색 중이다.”
  • 하지만 배드민턴 가상 스포츠의 상용화 모델이 부족하여 아직 초기 단계이며, 온라인 인지도를 높이는 것부터 시작할 계획이라고 밝혔다.

4. IWF (국제 역도 연맹) – 역도 가상 스포츠 개발 방향
    IWF 대표 Azat Myradov는 역도의 높은 신체적·기술적 요구로 인해 가상 스포츠 도입이 필요하다고 언급하며,

  • VR, AR, AI 기술이 훈련 성과를 향상시키고, 부상 위험을 줄이며, 팬들에게 더욱 몰입감 있는 경험을 제공할 수 있다고 설명했다.
  • 하지만, 역도는 생체역학, 인공지능, 물리 시뮬레이션 기술과의 깊은 융합이 필요하다고 강조했다.

기술 교류 – 소프트웨어 및 하드웨어 개발자의 최신 디지털 스포츠 혁신 소개

가상 및 시뮬레이션 스포츠의 발전을 가속화하는 것은 소프트웨어와 하드웨어 기술의 혁신이다.
이번 포럼에서는 Refract, Muniu Tech, Magene, Sweat Tech, FITGMR, Tencent-IEG 등 대표 기업들이 최신 기술을 공유했다.

  • Refract (Ng Chong Geng, 디렉터)
    • XR 기술을 활용해 태권도 및 복싱을 가상 스포츠로 변환하여 부상 위험을 줄이고, 참가 기회를 확대하는 프로젝트를 진행 중.
  • Muniu Tech (Lianying Ji, CTO)
    • 센서 기술이 가상 스포츠의 핵심이며, 이를 활용한 골프 및 e스포츠 대회를 혁신하는 연구 진행 중.
  • Magene (Iona, 비즈니스 디렉터)
    • 중국 최초의 스마트 사이클 트레이너 및 앱 개발. 투르 드 프랑스 등 국제 대회와 협력하여 가상 스포츠의 전통 스포츠 통합을 선도.
  • Sweat Tech (Zhiling Qiu, CEO)
    • 가상 조정(보트) 프로젝트 개발. 날씨 제약과 부상 위험을 줄이고, 보다 많은 사람이 참여할 수 있는 환경 조성 중.
  • FITGMR (Kristin Anderson, CEO)
    • e스포츠를 통한 건강 증진 프로젝트 진행. IOC(국제올림픽위원회)가 e스포츠를 정식 올림픽 스포츠로 인정하면서, 건강한 게이밍 문화 조성에 기여 중.
  • Tencent-IEG (Henri Wen, 인터랙티브 제품 전문가)
    • 가상 기술의 새로운 수요를 창출 중. 둔황 동굴 285번을 1:1 디지털 복원하는 프로젝트를 진행했으며, 다양한 산업에서 가상 기술을 활용할 계획.

미래 전망 – 가상 및 시뮬레이션 스포츠의 발전 방향

디지털 기술의 지속적인 발전과 글로벌 스포츠 산업의 빠른 성장으로, 가상 및 시뮬레이션 스포츠는 새로운 디지털 스포츠 영역으로 자리 잡고 있다.
e스포츠 기술, 게임 엔진, 가상 기술이 자율주행, 산업 제조, 영화·영상, 문화 유산 보존 등 다양한 산업으로 확장되고 있으며,
이는 향후 스포츠 대회 운영, 관중 경험, 선수 관리 등에도 적용될 가능성이 크다.

텐센트 e스포츠는 앞으로도 기술 공유, 교류, 협력을 촉진하고, 전 세계 파트너들과 함께 디지털 스포츠의 미래를 탐색할 계획이다.


[출처] https://www.globenewswire.com/news-release/2025/02/24/3031311/0/en/Seven-Major-International-Sports-Federations-Gather-The-New-Blueprint-for-Virtual-Simulated-Sports-is-Mapped-Out.html


Seven Major International Sports Federations Gather – The New Blueprint for Virtual & Simulated Sports is Mapped Out

February 24, 2025 11:00 ET | Source: Tencent E-SportsFollow



Shenzhen, China, Feb. 24, 2025 (GLOBE NEWSWIRE) -- On February 16, Tencent E-sports kicked off “Empower Esports Worldwide Series - China Stop” in Shenzhen. In recent years, with esports making its way into the Asian Games and the Olympics, the development and exploration of virtual/simulated sports has become a key topic of global interest. To this end, a parallel conference titled “Workshop: Virtual & Simulated Sports” was specially organized as part of the Series, bringing together seven leading international sports federations and representatives from software and hardware developers. This marked the largest multi-party exchange between international sports organizations in recent years, focused on discussing the development trends of international esports and virtual sports, sharing frontier virtual/simulated sports technologies and forecasting future industry trends and growth.

Virtual and Simulated Sports from the Perspective of International Sports Federations

With a shared understanding of the trends in digital sports, seven major international sports federations, including Union Internationale de Pentathlon Moderne, Badminton World Federation, and Union Cycliste Internationale, gathered at this forum. During the “Virtual & Simulated Sports from the Perspective of International Sports Federations” panel discussion, several guests concentrated on virtual and simulated sports in the Olympic Esports Games, exploring the latest advancements in sports digitization and collectively envisioning a digital future.



Panel Discussion: Virtual and Simulated Sports from the Perspective of International Sports Federations

During the discussion, Shiny Fang, UIPM Secretary General, shared the rationale behind the federation's earlier launch of the Laser Run simulation sports game: “Our development of the Laser Run simulation game was driven by a focus on accessibility and scalability. The low-cost, low-barrier-to-entry nature of digital sports games makes them accessible to more people.” She further stated that the advancement of sports requires the adoption of new technologies. She hopes to enhance the training outcomes of professional athletes through the development of digital sports technologies, and to increase the global impact of modern pentathlon. In the future, modern pentathlon will actively introduce innovative digital transformation technologies to boost public participation, while ensuring the inclusivity, competitiveness, and balance of the events.



Shiny Fang, UIPM Secretary General

As one of the pioneering international sports federations to invest in virtual sports, Myungwon Lee, WT Marketing & Broadcasting Assistant Manager, shared progress in the use of sensors, live streaming platforms, and other advancements in Taekwondo. He remarked, “Taekwondo welcomes participants of all ages, and virtual Taekwondo provides opportunities to compete across different platforms. The development of virtual Taekwondo is not intended to replace tradition, but rather to become an integral part of the competition, making the event accessible to a wider group of participants.” He also mentioned that World Taekwondo has begun featuring celebrities in virtual Taekwondo, with many dojos now offering online services. He expressed his hope that the future development of virtual Taekwondo will preserve the essence of the sport, with both real and virtual forms complementing and supplementing each other, further enhancing the accessibility of the sport.



Myungwon Lee, WT Marketing & Broadcasting Assistant Manager

Rodrigo Pacheco Carrillo, BWF Marketing Manager, noted, “The impact of esports in Asia has made us aware that esports and gaming are key forms of streaming consumption. This inspired us to combine esports with traditional badminton competitions, with the goal of allowing more people to experience the joy of badminton. Since badminton requires a large venue and there is currently a shortage of related game IP and commercial profit models, the development of virtual badminton remains in its early stages.” He stated that, in anticipation of emerging technologies, the Badminton World Federation will take practical conditions into account and initially prioritize building its online image, and then progressively enhance the virtual and simulated sports ecosystems.



Rodrigo Pacheco Carrillo, BWF Marketing Manager

Azat Myradov, IWF Representative, believes that weightlifting is a sport with high physical and technical demands, as well as a high barrier to entry. The development of virtual and simulated sports can help weightlifting attract a broader group of participants. The integration of VR, AR, and AI can effectively enhance training performance, reduce injury rates, and provide athletes and fans with a richer interactive experience. He also pointed out that from the perspective of weightlifting, the development of virtual and simulated sports faces unique challenges and needs to be integrated with scientific fields such as physical simulation, haptic technology, motion tracking, artificial intelligence, and biomechanics. The integration of weightlifting and virtual sports can provide a holistic strategy for the all-round development of sports to benefit athletes, fans, and all stakeholders.



Azat Myradov, IWF Representative

Initiating Technical Exchanges - Software and Hardware Developers Share Their Achievements in Digital Sports

Innovations in related software and hardware technologies are generating stronger momentum for the development of virtual and simulated sports, while also bringing new growth opportunities to the sports industry. During the conference, expert representatives from Refract, Muniu Tech, Magene, Sweat Tech, FITGMR, and TENCENT-IEG gathered to share their new explorations in frontier virtual technology. Drawing from various technical fields, they provided in-depth analyses of how technology can empower related events and facilitate the accelerated growth of virtual and simulated sports, while exploring additional areas of application.

Ng Chong Geng, Director of Refract, explained how XR technology can be used to transform real-world Taekwondo and boxing into virtual sports competitions, reconfigure their competitive ecosystems, reduce the risk of injuries, expand participation, and promote the integration of virtual sports with esports events.

Lianying Ji, CTO of Muniu Tech, outlined how sensor technology, as the core component of virtual and simulated sports, is already being utilized in TGL virtual esports and golf event innovations. He believes that using real, reliable data to drive the integration of traditional sports with smart technology will continuously expand the boundaries of sports in the future, allowing technology to deliver an alluring competition experience to users beyond imagination.

Iona, Business Director of Magene, mentioned that Magene pioneered the launch of China's first smart cycling trainer and app. They also partnered with professional events, such as the Tour de France and the Tour of Qinghai Lake, to integrate virtual sports with traditional competitions, driving the digital transformation of cycling sports.

Zhiling Qiu, CEO of Sweat Tech, shared insights on the technical practices in their virtual rowing project. Since they began exploring online training, they have gradually discovered a new direction for the development of virtual sports. He also mentioned that he hopes to use virtual technology to overcome the pain points of traditional sports, such as weather constraints, steep learning curves, and high risk of injury, making it possible for more people to take part in high-level events while offering professional athletes immersive training and data management tools.

Kristin Anderson, CEO of FITGMR, emphasized that FITGMR firmly believes esports can serve as a catalyst for improving global health trends. With esports now recognized by the International Olympic Committee as an Olympic sport, FITGMR sees enormous potential in promoting healthy gaming. There are already esports athletes working on improving their training performance through FITGMR, with many providing feedback that they’ve achieved better results in competitions thanks to FITGMR's support.

Henri Wen, Interactive Experience Product Specialist at TENCENT-IEG, stated that virtual technology is driving new demand, and Tencent has already accumulated extensive experience in related technologies. For instance, Tencent has collaborated with the Dunhuang Academy to digitally recreate Dunhuang Cave 285 at a 1:1 scale. Virtual technology is not just the future of gaming, it is also changing the way we interact with the world. Tencent hopes to leverage its accumulated expertise in virtual technology to create new experiences for more industries.

With ongoing advancements in digital technology and the rapid growth of the global sports industry, virtual and simulated sports are also becoming a new area of exploration in digital sports as new ecosystems, orders, and opportunities take shape. Technologies derived from esports, game engine capabilities, and various gaming technologies are fueling the development of numerous industries, including autonomous driving, industrial manufacturing, film and television, and cultural preservation. These applications and scenarios, a well as digital solutions in areas such as content development, also have the potential to be deeply integrated into the sports competition landscape in the future, providing support for the development of event organization, audience experience, and athlete management.

Looking ahead, Tencent E-sports will keep promoting technology sharing, exchange and collaboration, joining forces with more global partners to explore the future of digital sports.