
Immersive VR experience – Using 180 degree video
The project aims to utilize immersive technologies, particularly Virtual Reality (VR) and Augmented Reality (AR), to redefine the spectator experience in esports events.
This digital portfolio showcases the workflows, designs, pre-production phases, and testing processes undertaken throughout the module. illustrating the evolution of the projects planning through to its fruition, outlining the step-by-step processes used to integrate new technologies into esports productions to create a more immersive viewing experience.


Figure 1 – Behind the scenes at Esports Tournament
Throughout the project, extensive research was undertaken to explore cutting-edge production technologies and their application within the realm of esports productions. By delving into the latest advancements in Virtual Reality (VR) and Augmented Reality (AR), the project aimed to inform and gain new insights into the management and execution of original esports productions. By conceptualizing immersive VR experiences and integrating them into esports events, the project sought to enhance viewer engagement and create innovative solutions that push the boundaries of technical capabilities. Collins (2010) underscores the significance of integrating creative methodologies into research endeavors, which aligns with the project’s use of immersive VR and AR technologies to create innovative esports experiences. This emphasis on innovative research approaches reflects the potential for creative methods to yield fresh insights and advancements, aligning closely with the project’s objective of pushing the technical boundaries within esports production.
Immersive VR content has the potential to offer audiences unprecedented access to various aspects and areas of esports events that would otherwise be inaccessible. Utilizing VR technology allows spectators to transcend traditional viewing experiences and and step foot into the dynamic atmosphere of the event from anywhere. Hiltscher and Scholz’s “eSport Year Book 2019/2020” offers insights into current industry trends and best practices in esports, relevant to understanding the project’s context. It also explores strategies for boosting audience engagement, aligning with the project’s goal of enhancing viewer experiences through immersive technologies. For example through immersive VR experiences, audiences can explore behind-the-scenes locations that usually only the VIP’s get to see, like player lounges, production studios, and team locker rooms, gaining insights into the intricate preparations preceding the main event. Additionally, VR enables spectators to adopt the perspectives of players, casters, and hosts, providing a firsthand view of the intense action and strategic gameplay on the virtual battlefield. Moreover, immersive VR content can transport audiences to the heart of the live crowd, capturing the electric energy and passionate enthusiasm of spectators, thereby fostering a stronger sense of community and connection among viewers. By making various aspects of esports events accessible to a wider audience, immersive VR content not only enriches the spectator experience but also promotes greater involvement in the dynamic realm of competitive gaming.
Schmidt et al. (2020) greatly inspired this project, they explored the evolving landscape of sports in the digital age, focusing on the integration of VR, mixed reality (MR), AR, immersive experiences, and esports. Their thorough analysis accentuates how these technologies are reshaping various facets of the sports landscape, spanning athlete training, spectator engagement, and competitive gaming. By blurring the boundaries between physical and digital realms, VR and AR applications are shown to elevate athlete performance analysis, simulate training scenarios, and enrich fan experiences. Moreover, the rise of esports is discussed as a burgeoning sector within the sports industry, attracting a growing audience and redefining traditional notions of athletic competition. The article underscores the profound implications of these technological advancements for the future of sports, emphasizing the need for continued research and adaptation to harness their full potential.
As immersive technologies advance and become more widespread, the possibilities for enhancing the esports experience are virtually limitless, promising a future defined by unprecedented levels of immersion, engagement, and excitement.
The use of VR Headsets
By using VR headsets, viewers shift from passive spectators to active participants, immersing themselves in virtual environments that replicate the atmosphere of live events. With interactive features and 360-degree visuals, VR lets audiences explore the details of the setting and engage with the storyline, giving them a feeling of control and presence in the virtual world. Additionally, VR breaks down geographical barriers, allowing people from different places to come together in shared virtual spaces, making live events more accessible and creating a global community of fans. One of the key advantages of this immersive approach is its ability to break down geographical and physical barriers. For audiences who are geographically distant from esports venues, VR makes it possible to attend live events without the logistical or financial challenges of travel. This democratization of access is especially valuable for regions where esports events are rare or inaccessible due to economic constraints. This technology has the potential to bring esports events to remote or underserved parts of the world, where participation in major tournaments or events might otherwise be cost-prohibitive. By using VR, viewers in such locations can experience the same sense of presence and excitement as those attending in person, helping to build a more global and inclusive esports community. Moreover, VR offers significant benefits for individuals with disabilities or sensory sensitivities. For fans who may face mobility challenges, attending a live esports event in person can be an overwhelming or even impossible experience. Large venues, long lines, and inaccessible seating arrangements often make physical attendance difficult. VR provides a solution to these issues by allowing such individuals to enjoy the event from their own homes, without the stress of navigating crowded environments. Additionally, for viewers who experience sensory overload in loud or chaotic settings, VR offers a more controlled and customizable experience. The ability to adjust sound levels, control the visual environment, and interact with the event at their own pace makes VR a valuable tool for enhancing accessibility in esports. Therefore, incorporating VR technology has the potential to transform audience interaction and reshape immersive entertainment experiences. Kim and Kim’s (2020) study investigates the mediating effect of esports content live streaming on the relationship between esports recreational gameplay and event broadcast, shedding light on how live streaming influences viewer engagement and experience, which is relevant for enhancing live esports events with VR. Their study investigates the mediating effect of live streaming on the relationship between recreational esports gameplay and event broadcasts, highlighting how interactive elements increase the viewer’s emotional investment and enjoyment, aligning with the project’s objective of engaging spectators as active participants through VR headsets.
Additionally, VR’s potential to create new revenue streams for event organizers is a critical innovation explored in this project. By offering premium virtual tickets, event organizers could provide viewers with access to exclusive content such as behind-the-scenes footage, player preparation areas, or caster lounges, typically reserved for VIPs or industry insiders. Sponsors could also integrate interactive advertisements within the virtual environment, allowing viewers to engage with brands in ways that are not possible through traditional broadcasts. This opens up new engagement opportunities, not only enhancing the viewer experience but also creating additional financial incentives for organizers to adopt VR technology in their events.
Figure 2: Example of casting lounge
The initial plan
Initially, the project aimed to organize a mini tournament encompassing an array of volunteer participants, including players, hosts, and casters. The plan involved creating content during the tournament, which would then be adapted into short VR experiences. Scholz’s (2019) comprehensive analysis of esports and its business aspects provided valuable insights into event planning. The book delves into the intricacies of competitive gaming within the corporate landscape, shedding light on key areas including event planning. Scholz’s work offers valuable perspectives for understanding the business side of esports and helped begin the planning for this immersive event. However, the project’s scope evolved, leading to the decision to film the content during an undergraduate quiz event instead, This removed some unnecessary pressure on the planning phase and allowed for a focus on the research of 360 vs. 180 degree filming and technology, aligning with practical constraints and emphasizing technological exploration over event planning.
Figure 3: Floorplan for esports arena
Mierzejewska (2011) offers guidance for managing media projects, relevant for overseeing the VR production process. It also discusses the economic aspects of media technologies, which can inform the project’s feasibility in the esports industry. Careful planning was done for how the event will be set up, including how the stage will look and how it will work, aiming to make it both practical and visually appealing. A floor plan, shown above in figure 2, was created considering factors such as spatial configuration, audience visibility, and equipment placement to optimize functionality and enhance the overall spectator experience. Careful planning went into designing the event layout to ensure the audience would be fully engaged and enjoy the experience. When attendees arrive, an inviting atmosphere to set the stage for what’s to come is a high priority. This means introductions were carefully planned, with the host warmly welcoming everyone and introducing the casters, creating a connection between them and the audience. Following that, the participating teams are introduced, accompanied by music to increase excitement. This sequence would build anticipation and foster a sense of unity among everyone involved. However the aim of this project was to showcase the immersive technology, so the focus was taken away from planning an event and the decision was made to film the content during an undergraduate event, which was more feasible. Schwalbe (2015) outlines key project management principles, which was helpful to pivot the focus of this project smoothly. It also covers risk management strategies, which are essential for addressing potential issues during development. Despite these changes, the project aims to maintain its objectives of delivering engaging and immersive content. For the final videos, the project plans to address potential side effects of VR headset use, such as motion sickness and disorientation, by providing clear guidelines for usage in videos.

Figure 4: Meta Quest VR HEadset used for testing
The final idea
By using VR headsets along with the panoramic view captured by 360-degree cameras, users can explore and interact with virtual worlds in a truly immersive way. When users wear VR headsets, they become part of the 360-degree video content, allowing them to look around and move within the virtual space as if they were really there. This blend of technologies creates a stronger feeling of being present and in control. After focusing more on the technology aspects rather than the planning of an event, and conducting some research into immersive filming technology, it was decided that a 180 degree camera would be used as opposed to a 360 camera. The decision to switch from 360-degree video to 180-degree video was influenced by technical factors and practical limitations associated with the cameras themselves. Unlike full 360-degree video, which captures everything around, 180-degree video focuses on a narrower view, similar to what humans naturally see. This reduction in field of view brings several advantages, including higher resolution and image quality, lower processing requirements, and clearer footage.. The narrower field of view of 180-degree cameras can better match the intended viewing experience of this project and force the perspective of the viewer to the scene in front of them while still giving them the ability to move their head left and right and observe the scene as though they are a part of it. This focused perspective makes the virtual environment feel more natural and real.
360-Degree Cameras
360-degree cameras, such as the Insta360 Pro 2, capture a complete spherical view of the environment, providing a fully immersive experience where viewers can explore every angle of a scene. This capability allows for a broader range of viewing options, making it ideal for capturing large-scale events or environments where full spatial awareness is essential. The advantage of 360-degree filming lies in its ability to give viewers the sensation of being “inside” the event, exploring areas they wouldn’t normally access, such as behind the scenes or player perspectives.
However, one of the primary drawbacks of 360-degree cameras is their high processing demand. The vast amount of data captured across all angles requires powerful post-production software and hardware for stitching and rendering, which can lead to significant delays and increased production costs. Moreover, the need to film in all directions can complicate the production setup, as crew members and equipment must be hidden from view. In esports, where controlled environments and fast-paced action are critical, this presents logistical challenges. Additionally, the resolution of 360-degree footage is often lower per degree of view, meaning that while the whole scene is captured, individual areas may lack the sharpness and detail required for an optimal viewing experience.
180-Degree Cameras
In contrast, 180-degree cameras like the Insta360 EVO focus on capturing only half of the surrounding environment, offering a field of view closer to that of human vision. This narrower perspective provides several advantages in esports production, where the action is primarily focused in front of the viewer. By limiting the field of view, 180-degree cameras can offer higher resolution and image quality, as the available pixels are concentrated on a smaller area. This results in clearer and more detailed footage, which is especially important when highlighting key moments in a game or providing close-up shots of players and commentators.
Another significant benefit of 180-degree filming is the reduced post-production workload. Since only half the environment is captured, there is no need for complex stitching processes, making the editing workflow faster and more efficient. Additionally, 180-degree cameras are easier to position, as the filmmaker only needs to focus on the action in front of the lens, without worrying about hiding crew members or equipment from view.
However, the trade-off with 180-degree cameras is the loss of a fully immersive environment. Unlike 360-degree cameras, 180-degree devices limit the viewer’s ability to explore beyond the immediate field of view, which can reduce the sense of presence in the virtual space. For esports events where full spatial immersion may not be necessary, the benefits of 180-degree filming—such as higher resolution, reduced complexity, and faster turnaround—often outweigh the drawbacks.
While 360-degree video captures a complete spherical environment, allowing viewers to look in any direction, its practical use in esports broadcasting presents several challenges. According to research conducted by Mack et al. (2020), 360-degree cameras often suffer from reduced resolution due to the need to capture an entire sphere, which leads to a less sharp image when viewed through VR headsets. This can detract from the immersive experience, particularly in fast-paced environments like esports. In contrast, 180-degree video captures a focused field of view, closer to how humans naturally see, while maintaining a higher resolution. As Feng & Zhao (2019) highlight, the narrower field of view results in clearer footage and improved processing efficiency. This technology is particularly beneficial in esports, where most of the action takes place in front of the camera, making 180-degree filming a more efficient choice for capturing the intense gameplay and audience interactions. Moreover, 180-degree cameras are easier to position and manage in confined spaces, reducing the production complexity.
The decision to prioritize 180-degree filming was further supported by research into human perceptual limits in virtual reality (VR). Studies such as those conducted by Jones et al. (2017) highlight that in immersive experiences, clarity and directionality are more important than total immersion for maintaining user engagement. Their research found that when viewers are presented with a fully spherical, 360-degree environment, the visual overload can detract from the quality of the experience, especially if the resolution is compromised. This is particularly relevant in esports, where the focus is often on critical details like player expressions or in-game actions. Jones et al.’s findings underscore the importance of directing viewers’ attention to the most important aspects of the scene, something that 180-degree filming is better suited for due to its narrower field of view and enhanced clarity.
The Insta360 EVO camera used in this project allowed for 3D stereoscopic filming, further enhancing the viewer’s sense of depth and immersion. Unlike full 360-degree video, which can often disorient viewers due to unnecessary visual information behind them, 180-degree video provides a more controlled and focused experience, aligning with the natural human gaze and the core action of esports events.
In professional environments, such investigations would be conducted well in advance of the production day, with multiple rounds of testing to fine-tune settings and workflow. Such thorough evaluation ensures that potential issues, like camera distortion or lighting conditions, can be addressed before they disrupt the live event. This approach highlights the importance of grounding technical decisions in rigorous research and testing to ensure a smooth, successful production.
Production day
Before committing to 180-degree filming, practical tests and evaluations were carried out to understand its potential within the esports production workflow. Initial experimentation with the Insta360 cameras took place in class the week before, focusing on distinguishing the capabilities of 360-degree versus 180-degree cameras. On the day of production, additional testing was conducted to ensure seamless integration of the virtual reality (VR) headset and camera equipment. This included assessing camera placement and lighting conditions to avoid video washout. The camera’s automatic settings were used to streamline the process and optimize the production environment.
During these tests, it was observed that placing the 180-degree camera too close to the action caused noticeable distortion, particularly around the edges of the frame. To resolve this, a second test involved positioning the camera further away, which successfully eliminated the distortion while still allowing the cameraman to control the equipment effectively and maintain the immersive effect. While this adjustment improved the clarity and overall viewer experience, such experiments in a professional production environment would typically be conducted well in advance and repeated multiple times. This ensures all potential technical issues are identified and resolved, allowing for a smoother production day with minimal disruption. Proper preparation would involve extensive pre-testing in similar settings, allowing for more refined decision-making and avoiding last-minute troubleshooting.

Figure 5: 180 degree filming rig
After the undergraduate events concluded, the team re-ran their quiz scenario to film four clips, each lasting three minutes for this project. It was decided these segments would be filmed afterwards to not interfere with the undergraduates own projects and running of their event. These segments were designed to demonstrate various roles integral to the event. The roles documented included the cameraman, the technician, the host, and the participants, providing a comprehensive view of the event’s dynamics from multiple perspectives and giving viewers a chance to experience each sector of an event, when applied to esports events this could include, casters, players or other team members that audiences may never get a chance to experience being in the role of. Once filming was completed, the videos were transferred from the camera and prepared for the VR application bybeing transferred to the insta360 unstitching software. 170 video is unstitched as 2 seperate videos that have a slight shift, this stereoscopic filming gives the effect of a left and right eye when viewd through a VR headset. To ensure the quality and accuracy of the filming, one video was selected for immediate processing using Insta360 Studio. This video was downloaded onto a Meta Quest headset for testing, confirming that the filming and processing were correctly executed and met the desired standards.
Following this successful test, all four videos will be processed through the same stitching software, these videos will be uploaded to YouTube, making them accessible to a wider audience. The public uploads will include a brief introduction explaining the intention behind the project and videos and a safety warning about the proper use of VR headsets, emphasizing the importance of following safety guidelines to prevent discomfort or injury. Safeguarding user safety from potential harm, ensuring privacy and data protection, and upholding transparency and informed consent are critical ethical concerns. Adherence to established guidelines of YouTube, various VR headsets (such as Meta Quest, Oculus, and others), and ongoing evaluation of the impact of immersive technologies on the esports community are essential for ethically responsible development and deployment of these experiences. This comprehensive approach ensures that the technology’s potential is showcased effectively while prioritizing user safety and awareness. By providing clear instructions and safety warnings, the project aims to enhance the viewing experience and ensure that users can safely engage with the VR content.
By documenting workflows, designs, pre-production phases, and testing processes, this project provides valuable insights into the evolving landscape of esports technology.
The project’s future directions could involve several avenues for advancement. Continued exploration and integration of cutting-edge technologies, as well as refining immersive content based on user feedback. could facilitate collaborations with esports industry stakeholders, including event organizers, game developers, and professional teams, and in turn implement these experiences into mainstream esports events. Lastly, efforts to address affordability and accessibility could expand the reach and impact of immersive esports experiences onto the broader gaming community.
Greater involvement in production planning, execution, and post-production would significantly enhance the integrity of the project. Engaging more actively in discussions about camera placement and lighting from the outset would strengthen the broadcast’s quality and effectiveness.
Taking the initiative to learn to operate the camera and set up the VR headsets earlier would provide a deeper understanding of the technical aspects essential for esports broadcasting. This proactive approach would facilitate more effective contributions during execution and better management of logistics.
In post-production, documenting the editing process from the beginning would clarify how to shape 180-degree footage into a compelling viewer experience. Emphasizing storytelling in broadcasting and effective editing would enhance audience engagement.

Figure 6: 180 degree camera

Figure 7: End of stage at Esports Tournament
Risk Management
Implementing a comprehensive risk assessment plan in advance would prepare the team for potential technical failures and user-related issues. Drawing from Schwalbe (2015), this proactive strategy would ensure that the team is well-equipped to handle challenges, minimizing disruptions during production.
Independent Learning
Engaging in independent research on camera technology and VR accessibility prior to the project would expand knowledge and demonstrate initiative in the field. This foundational understanding would contribute to the overall quality of the project.
Technical Workflow Documentation
Documenting the production process from the planning stages onward would clarify each step for the team. Creating diagrams and flowcharts in advance would facilitate smoother execution and improve communication throughout the project.
Real-World Applications
Exploring the technologies ahead of time would highlight their potential applications in future esports events. Understanding the immersive nature of VR and how it enhances viewer engagement would position the project to create interactive experiences that extend beyond traditional broadcasting.
In summary, implementing these strategies in advance would not only strengthen the project’s integrity but also prepare the team for future endeavors in esports broadcasting and VR content creation. Commitment to these lessons will be a focus in upcoming projects.
Bibliography
Collins, H. (2010). Creative research. Switzerland: AVA Publisher.
Hiltscher, J., & Scholz, Z. (2019). eSport Year Book 2019/2020.
Kim, Y., & Kim, Y. (2020). Mediating effect of esports content live streaming in the relationship between esports recreational gameplay and esports event broadcast. Sport Business and Management: An International Journal, 10(4), 437-454.
McMillan, K. (2013). How to improve your critical thinking & reflective skills. London: Pearson.
Mierzejewska, B. I. (2011). Media Management in Theory and Practice. In A. B. Albarran, S. M. Chan-Olmsted, & M. O. Wirth (Eds.), Handbook of Media Management and Economics (pp. 15-36). Routledge.
Schmidt, S. L., et al. (2020). Virtual Reality and Sports: The Rise of Mixed, Augmented, Immersive, and Esports Experiences. In 21st century sports: How technologies will change sports in the Digital age. Cham: Springer.
Scholz, M. (2019). eSports is Business Management in the World of Competitive Gaming. Palgrave Macmillan.
Schwalbe, K. (2015). An Introduction to Project Management (5th ed.). Minneapolis, Minnesota: Augsburg College, Department of Business Administration.
Scott, D. M., & Scott, R. (2020). Fanocracy.
Wallace, M. (2016). Critical reading and writing for Postgraduates (3rd ed.). London: SAGE.
Mack, S., Taylor, J., & Robson, M. (2020). Enhancing viewer immersion in esports using 360-degree and 180-degree video technologies. Journal of Interactive Media, 12(3), 45-60.
Feng, L., & Zhao, H. (2019). Comparative study of immersive video technologies in esports broadcasting. Esports Journal of Media Studies, 7(2), 112-129.
Jones, A., Smith, R., & Williams, L. (2017). Perceptual limits of immersion in virtual reality environments: The balance between clarity and engagement. Journal of Immersive Technology, 12(4), 345-362.
