Virtual Rugby Training Experiences

Wear the Rose by O2 Lets Fans Play with Elite Rugby Players

O2's 'Wear the Rose' gives rugby fans the chance to train alongside the best, England Rugby's Elite Player Squad, in an immersive virtual environment, just by putting on an Oculus Rift headset. The first ever Oculus Rift sports experience was created with nine GoPro Hero 3 cameras, capturing 160 hours of footage, which was then whittled down over 320 hours to create the incredible 360-degree experience.

The multi-sensory experience will get players onto the field to participate in drills with Coach Stuart Lancaster's England Elite Squad. Mike Catt, England Attacking Skills Coach describes that in working with O2, “We tried to re-create as authentic an England training session for rugby fans as possible, and we really hope they enjoy the experience.” This includes intense action like getting a pep talk from Captain Chris Robshaw, catching passes from fullback Mike Brown and bracing yourself from an imminent tackle by Tom Youngs.

O2 will release Wear the Rose later in February, as well as details where fans can try out the experience for themselves.

Immersive Virtual Sports Experiences
Creating virtual environments that allow fans to participate in sports training alongside professional athletes presents new opportunities for engaging and interactive experiences.
Multi-sensory VR Training
Combining visual, auditory, and physical sensations in virtual reality training programs can enhance the effectiveness and realism of sports training.
360-degree Sports Simulations
Developing 360-degree video experiences that enable fans to immerse themselves in the training sessions of elite athletes can offer a new level of engagement and insight.

Where This Applies

Sports Technology
The sports technology industry can explore opportunities to develop virtual reality platforms and tools that facilitate immersive sports training experiences.
Virtual Reality
The virtual reality industry can innovate by creating immersive and interactive sports training experiences for fans to participate in alongside professional athletes.
Sports Marketing
The sports marketing industry can leverage immersive virtual sports experiences to enhance fan engagement and create unique sponsorship opportunities.
SCORE
3.5 out of 10
GENDER
90% Men10% Women
MARKETTop markets: Europe
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 29%
Activity 69%
Freshness 8%

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