With Chelsea VR Live Streaming, you're not just watching; you're in the heart of the action. Feel the crowd; live the goals. Your front-row seat is waiting.
Introduction
The Chelsea VR Project introduces an immersive way to experience football like never before. The game-changing thrill of live streaming in virtual reality brings you closer to your favorite football club in ways you've never imagined.
Extraction Process
To obtain comprehensive information for this project, a combination of both primary and secondary research methods was utilized. Primary research involved conducting direct interviews and surveys with individuals to gain a deeper understanding of their needs and pain points. However, due to geographical limitations, additional data was necessary. To address this, secondary research methods, such as data scraping from the Google Play Store and the Apple App Store, were used.
To accurately represent the user population of the "Chelsea FC: The 5th Stand" app, data was collected from both the Google Play Store and the App Store. Python was chosen as the extraction tool due to its extensive data
manipulation and extraction libraries.
Process
• Installation & Importation of Libraries
• Data Scraping
• Sentimental Analysis
• Exploratory Data Analysis
Understanding People: User Reviews
The data extraction process allowed us to gather a large number of user reviews, providing valuable insights, and we found that a common request among customers was the addition of a live-streaming feature for football matches. We also found out that fans wanted to feel more at home and connected to their favorite club. This feedback was taken into consideration, and what better way to make them feel at home and enjoy a live match than the introduction of a virtual live stream feature, which allows the fans to have the experience of a live match at Stamford Bridge even though they are far away.
We extracted 46,245 reviews from both stores for this document. Of these, the following reviews were particularly relevant:
Proposed Design
The design for this project will adhere to both the brand colors of Chelsea FC and the VR design guidelines.

The design will feature a minimal interface, intended to be user-friendly and easy to navigate, with the following options:
Virtual live streaming of matches,
Virtual attendance at live press conferences,
Access to the Chelsea FC virtual marketplace.
Sketches
Below are sketches showing the sketch process and potential design for the appearance of the VR headset.
Market Analysis
Cost Analysis
During a brief cost evaluation, the following two questions were considered: 
What equipment is necessary for the setup of a virtual reality system at Stamford Bridge? 
What is the estimated cost of establishing a virtual reality system at Stamford Bridge?

What equipment is necessary for the establishment of a virtual reality system at Stamford Bridge?
To create a virtual reality experience of Stamford Bridge, we will need several high-quality cameras to capture 360-degree video of the stadium and its surroundings. We will also need specialized VR capture equipment, such as VR rigs or multi-camera arrays, to ensure that the video is captured in a way that can be seamlessly stitched together to create a seamless VR experience. Additionally, we will need a range of support equipment, such as tripods, stabilizers, and lighting, to ensure that the video is captured with a high level of quality.
Ricoh Theta cameras and GoPro VR cubes will also be needed.

What is the estimated cost of establishing a virtual reality system at Stamford Bridge?
To provide a satisfactory response to this question, it will be necessary to conduct additional cost analysis research to determine the exact cost of establishing a virtual reality system.
Club Revenue
There are several methods by which the club will profit from this project, including: 
A monthly subscription fee from users; 
Virtual stores offering the sale of kits and non-fungible token (NFT) collectibles; 
The sale of VR headsets
Other Benefits
Safety
A research study conducted by Marc Fabel and Helmut Rainer explored the correlation between football-related violence and societal violent crime. The findings indicate that there is a 21.5% increase in violent crime on match days. Additionally, the study determined that professional football matches account for 8% of all violent assaults and incur approximate social costs of 194 million euros.
The implementation of virtual live streaming in the realm of football is intended to provide users with a sense of security while experiencing the events at Stamford Bridge.

Improve accessibility
The implementation of virtual live streaming technology at Stamford Bridge for football matches would facilitate increased accessibility to live football matches for people who may not be able to attend the games in person. The project aims to make the matches accessible to people who may be geographically distant, have mobility issues or disabilities, or have other constraints.

Generate revenue
The project should aim to generate revenue through increased viewership and the ability to offer premium virtual reality experiences to fans for an additional fee. The virtual reality aspect could also be used to provide sponsored content and advertising opportunities.

Gather data
The project should aim to gather data on user engagement and behavior to further improve the virtual reality experience and inform future development. The data collected could also be used to provide insights to broadcasters, teams, and sponsors to help them better understand their audience and target their messaging.

Increase engagement
The project aims to increase engagement with fans and attract new viewers by offering a unique and exciting way to experience live football matches. The virtual reality aspect should be used to provide fans with additional information, statistics, and insights to enhance their viewing experience.
Conclusion
In the early 2020s, broadcasters started using VR to stream football games live. Initially, the setup was expensive and complex, needing advanced cameras and tech. Despite these costs, VR quickly showed its value by making viewers feel like they're actually at the game, with views from every angle.
Now, as VR technology gets cheaper and easier to use, more broadcasters are using it to give fans a unique, immersive experience. Fans can choose views from the field or above the stadium, and some clubs even offer VR at the stadium.
VR in live football is growing fast. It’s making watching sports more exciting and interactive, bringing fans closer to the action than ever before.

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