VR Basketball Game Streams

NextVR and the NBA Have Partnered to Offer Live VR Streams of Games

The NBA has been the major North American sports league most willing to experiment with virtual reality, and this season, VR basketball games will be a regular part of the entertainment landscape for the league. The Association has announced its partnership with NextVR, a virtual reality content producer, to stream at least one game a week for the entirety of the 2016-2017 season.

The VR basketball will be available to consumers who have NBA League Pass, the NBA's all-access streaming platform. While League Pass is more expensive than a casual fan would be willing to shell out typically, the VR broadcasts themselves will be shot from the perspective of a courtside seat -- a position that in one game costs far more than an entire season of League Pass. Further, the broadcasts will be separate from the local or national feeds, with dedicated commentary and options to change camera angles.

Virtual Reality Streaming
The NBA's partnership with NextVR to stream live VR basketball games presents an opportunity for companies to create innovative virtual reality streaming platforms.
Sports and Entertainment VR
The integration of virtual reality into sports and entertainment opens up new possibilities for immersive fan experiences and interactive content.
Alternative Content Platforms
The NBA's VR streaming partnership highlights potential opportunities for alternative content platforms that provide unique viewing experiences.

Sectors Adopting This

Sports Broadcasting
Sports broadcasters can explore the integration of virtual reality technology to enhance the viewer experience and attract younger audiences.
Virtual Reality Content Production
The demand for high-quality VR content is growing, creating opportunities for content producers to collaborate with sports leagues and deliver immersive experiences.
Streaming Services
Streaming platforms can explore partnerships with sports leagues to offer VR streaming options and capitalize on the growing demand for interactive content.
SCORE
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GENDER
90% Men10% Women
MARKETTop markets: North America
GENERATION
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  • Gen X
  • Gen Z (primary audience)
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POPULARITY
Popularity 49%
Activity 67%
Freshness 8%

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