College basketball teams are starting to experiment with the technology as well. While the nascent hardware and software underpinning VR is still evolving, there are a few obvious uses for the technology in college basketball, including enhancing the fan experience, recruiting, coaching and training.

Brendan Reilly, CEO of Eon Sports VR, which counts a couple of college basketball teams as clients with more potentially lined up, said he thinks the VR opportunity depends on the sport and how much the technology can impact a player’s preparation or development. Eon provides VR training experiences for athletes and is developing VR content for college basketball fans.

“We’re just scratching the tip of the iceberg,” he said.

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