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European Journal of Information Systems

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The show must go on - virtualisation of sport


events during the COVID-19 pandemic

Daniel Westmattelmann, Jan-Gerrit Grotenhermen, Marius Sprenger &


Gerhard Schewe

To cite this article: Daniel Westmattelmann, Jan-Gerrit Grotenhermen, Marius Sprenger


& Gerhard Schewe (2021) The show must go on - virtualisation of sport events during
the COVID-19 pandemic, European Journal of Information Systems, 30:2, 119-136, DOI:
10.1080/0960085X.2020.1850186

To link to this article: https://doi.org/10.1080/0960085X.2020.1850186

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EUROPEAN JOURNAL OF INFORMATION SYSTEMS
2021, VOL. 30, NO. 2, 119–136
https://doi.org/10.1080/0960085X.2020.1850186

EMPIRICAL RESEARCH

The show must go on - virtualisation of sport events during the COVID-19


pandemic
Daniel Westmattelmann , Jan-Gerrit Grotenhermen , Marius Sprenger and Gerhard Schewe
Center for Management, University of Muenster, Muenster, Germany

ABSTRACT ARTICLE HISTORY


Due to the high risk of COVID-19 transmission, many sport events, including organised cycling Received 19 August 2020
competitions, have been cancelled. Nevertheless, staying active is important for individual Accepted 5 November 2020
well-being and professional athletes need to compete to earn their living. We propose that SPECIAL ISSUE EDITORS
mixed-reality applications like ZWIFT allow people to conduct virtually mediated sports com­ Pär Ågerfalk, Kieran Conboy
petitions, which resemble traditional sport realistically and could serve as a remedy for this and Michael Myers
contradiction. To test this proposition, we compare professional cyclists’ performance data
from virtual competitions with data obtained from traditional cycling races and find that the KEYWORDS
physical activities are comparable. Thus, we contribute to the discussion on the distinctiveness Mixed-reality; virtual sport;
competition; performance
of sports and eSport. Moreover, we interview 11 professional cyclists, who participated in
data; professional athletes;
virtual race series regarding their evaluation of the virtualisation of cycling events. Accordingly, COVID-19
we contribute to the literature on mixed-reality applications by focusing on user perceptions of
a novel and physical dimension of virtually mediated interaction. Thereby, we apply the sports
digitalisation framework proposed by Xiao et al. (2017). Professional athletes mainly perceive
the virtualisation of sport as positive, but also mention some specific risks. Consequently, we
derive implications for practice that include the supportive role of virtual sport to help master
pandemics such as COVID-19.

1. Introduction many cases, threaten their financial survival (Horky,


2020; Timpka, 2020).
In a short time span, the COVID-19 pandemic has
While for work and different parts of private life,
drastically changed the way we go about our daily lives.
digital solutions already exist and have been studied (e.
Social distancing, travel restrictions, temporarily
g., Carillo et al., 2020; Waizenegger et al., 2020), the
closed schools, many jobs lost and an increased need
COVID-19 pandemic shows that there is substantial
for medical supplies are only some of the implications
lack of digital sporting alternatives (e.g., Hacker et al.,
caused by the virus (Nicola et al., 2020). Within this
2020), even though sporting activity, in many cases as
construct of a “new normal”, the role of sports remains
part of a group, represents an integral part in the lives
a double-edged sword. While the importance of stay­
of billions of people (Mehrsafar et al., 2020; Yeo,
ing active to prevent mental and physical illness during
2020). However, a novel type of application enables
COVID-19 is frequently emphasised (Jiménez-Pavón
users to engage in physical activity and to interact
et al., 2020; Simpson & Katsanis, 2020), the potential
virtually mediated, while being embedded in a virtual
virus spread is also proven to be more severe during
world. The “online cycling game” ZWIFT (Delaney &
physical exercise, such as running and cycling
Bromley, 2020) offers its users the possibility to
(Blocken et al., 2020), fitness classes (Jang et al.,
connect their bike to the ZWIFT application using
2020), or contact sports (Lippi et al., 2020). Mass-
a so-called smart trainer. Through the use of multi­
attended sport events pose an even higher threat as
ple sensors, the user performance – as measured by
they are described to regularly be the source of infec­
the provided relative power output (w/kg; watts per
tious diseases spreading globally (McCloskey et al.,
kg body weight) – is transferred to an avatar within
2020). As a result, major sporting events like the
a virtual world, which allows to virtually exercise
Olympic Games in Tokyo, UEFA EURO 2020, or the
with friends or compete in regularly held races
Tour de France have been postponed, while events like
while at the same being physically active (Borrill,
the prestigious tennis tournament Wimbledon or
2020; Delaney & Bromley, 2020). Besides a steadily
cycling’s cobblestone classic Paris-Roubaix 2020 have
increasing user base, ZWIFT has also found its way
been cancelled due to COVID-19 (Independent, 2020;
into the highest level of sports, with the first “Virtual
The New York Times, 2020a, 2020b, 2020c, 2020d,
Tour de France” held in July 2020 (The New York
2020e). Financial losses for sport organisations as
Times, 2020d). Therefore, in this study, we focus on
well as the individual athlete are immense and, in

CONTACT Daniel Westmattelmann d.west@wwu.de


© Operational Research Society 2020.
120 D. WESTMATTELMANN ET AL.

the exemplary application of ZWIFT, because it is by athletes. Our findings can be applied to overcome
currently the most commonly used platform for barriers to the participation and acceptance of virtual
organising competitive virtual cycling events with sports and thus help, particularly in times of pan­
an extensive range of features that differentiate it demics, to enable professional athletes to pursue
from applications like Peloton. Other providers their passion and profession without increasing the
focus on virtual alpine sports, running, rowing, or risk of infection.
golfing, but their virtual solutions have not yet
reached the top-level in the respective sport (Golf
Digest, 2020; SkyTechSport, 2020; The Guardian, 2. Background and literature review
2018; World Rowing, 2019).
2.1. Mixed-reality technologies
Since COVID-19 might have long-term effects on
practicing exercise and related sport events, novel In order to systematically position virtual sport and
applications like ZWIFT that allow to virtually med­ corresponding applications in research on virtualisa­
iate interactions represent a chance to digitally parti­ tion, we refer to the reality-virtuality continuum
cipate in sports. Thus, ZWIFT and similar applications (Milgram & Kishino, 1994), which describes MR tech­
might play an important role in decreasing the spread nologies (further divided into “augmented reality”
of the current and future pandemics and additionally (AR) and “augmented virtuality” (AV)) as located in
could help users to better cope with the difficult cir­ between the poles of the real and a purely virtual
cumstances by offering a digital exercising alternative. environment. The closer a technology is to the “virtual
However, even though actual physical activity is fre­ environment”-pole of the continuum, the higher is the
quently cited as one of the main features of ZWIFT degree of computer-generated stimuli (Flavián et al.,
(Delaney & Bromley, 2020), it remains unclear 2019). Table 1 provides definitions for all four cate­
whether sport transferred into a virtual sphere and gories and includes studies focusing on different appli­
mediated by a mixed-reality (MR) technology has the cation examples.
potential to actually complement traditional sports in Related work – also focusing on the role of technol­
times like these and beyond. The aim of this paper is ogy to help better cope with the COVID-19 pandemic
therefore to systematically compare virtual and tradi­ (Carillo et al., 2020; Hacker et al., 2020; Keesara et al.,
tional sports in the time of COVID-19 and beyond. 2020; Waizenegger et al., 2020) – emphasises the
Our research questions read as follows: acceptance, usage, and implications of video conferen­
RQ 1: Can virtual sports resemble traditional real- cing technology. Research on virtual worlds often
world sports in terms of objectively measurable perfor­ relates to virtual video gaming worlds, but also high­
mance parameters? lights use cases in professional athletes’ training, edu­
RQ 2: Which differences and similarities between cation, and healthcare (Billieux et al., 2013; Flavián et
traditional real-world sports and virtual sports do pro­ al., 2019; Vignais et al., 2015). Regarding AR, literature
fessional athletes perceive and how are these differences reviews (Bacca et al., 2014; Dey et al., 2018) identify
evaluated by them? interactional, perceptual, medical, and educational
To address these research questions and therefore application areas as commonly studied ones. In con­
the wide-ranging digitalisation of sport through MR trast, the field of AV is less frequently addressed
technologies, we refer to the framework by Xiao et al. (Flavián et al., 2019; Regenbrecht et al., 2004), while
(2017). A comparison of performance data in virtual design-oriented research focuses on enabling simple
professional races with data of professional road races real-world tasks and perceptions while being
reveals that the delivered physical performances are to immersed in a virtual environment (Von Willich et
a large degree comparable. Besides that, building on al., 2019).
semi-structured interviews with eleven professional Most research focuses on audio-visual stimuli and
cyclists, we show how sport in the virtual world differs audio-visual “interaction”, which is due to the fact that
from real-world sport based on their perceptions and the reality-virtuality continuum is limited to audio-
evaluations. In particular, the athletes perceive the visual stimuli and their output on displays (Speicher et
flexibility and coverage of virtual sports as very posi­ al., 2019). However, we assume audio-visual interac­
tive, while potential manipulation due to incorrect tion to be only a small component within a much
performance or weight data represents a major bigger construct that allows for increasingly complex
challenge. interactions caused by recent technological
We contribute to the information system and (e) advancements.
sports literature by investigating this new form of Therefore, we refer to the framework of Speicher et
virtual sports competitions for the first time and al. (2019). Building onto the reality-virtuality conti­
demonstrating that the performances provided on nuum and incorporating related research, the frame­
MR sports platforms like ZWIFT resemble those work establishes seven dimensions to describe MR
from the real-world, a perception that is also shared technologies, whereby (1) the level of virtualisation
EUROPEAN JOURNAL OF INFORMATION SYSTEMS 121

Table 1. The reality-virtuality continuum: Definitions and exemplary application areas.


Mixed-Reality (MR)
Real Environment Augmented Reality (AR) Augmented Virtuality (AV) Virtual Environment
Definition (Milgram & “[.] environments consisting “[.] any case in which a [.] real “[.] augmented is not some “[.] environments consisting
Kishino, 1994) solely of real objects [.] environment is direct representation of a solely of virtual objects
and includes for example, ‘augmented’ by means of real scene, but rather a [.], an example of which
what is observed via a virtual (computer graphic) virtual world, one that is would be a conventional
conventional video display objects [.]” (p. 4) generated primarily by computer graphic
of a real-world scene. “ computer.” (p. 4) simulation.“ (p. 3)
(p. 3)
Exemplary application areas Remote collaboration (Carillo Games, such as Pokémon Go Remote collaboration Games, such as Second Life
(and studies on these) et al., 2020; Park et al., (Althoff et al., 2016; (Regenbrecht et al., 2004), and
2014; Waizenegger et al., Rauschnabel et al., 2017), Enabling peripheral real- World of Warcraft
2020), Smart glasses world interactions (Billieux et al., 2013;
Telemedicine (Keesara (Rauschnabel, 2018; (Budhiraja et al., 2015; Von Penfold, 2009),
et al., 2020), Rauschnabel et al., 2018), Willich et al., 2019) Healthcare (Huygelier
Distance learning (Lakhal Education (Bacca et al., et al., 2019),
et al., 2013), 2014; Yuen et al., 2011), Education (Huang et al.,
Leisure (Hacker Commercial (Rauschnabel 2016),
et al., 2020) et al., 2019; Van Esch et al., Athletes’ training (Craig
2019) et al., 2009; Vignais et al.,
2015)

(resembling the reality-virtuality continuum) interactions and processes and additionally creates
describes one of those. Further dimensions consider new ones.
(2) the number of necessary (real and virtual) envir­ The second aspect, the technological component
onments, (3) the minimum number of required users, relates to (physical) equipment, physical skills, and
(4) the level of perceived user immersion, (5) the knowledge that stakeholders possess, whereby digita­
degree of (implicit or explicit) interaction with virtual lisation here is mainly concerned with continuous
objects as well as (6) user input and (7) output. improvement of the equipment through novel tech­
Thereby, input resembles anything that can be tracked nological possibilities, such as MR applications (Loy,
by sensors, including motion and consequently physi­ 1968; Xiao et al., 2017). Beyond that, digitalisation
cal activity, while output considers anything that users increases the amount of available (performance) data
can perceive and may go beyond audio-visual stimuli and their visibility, which enables a more extensive
by, e.g., including haptic feedback (Speicher et al., analysis and more data-driven scouting (Davenport,
2019). 2014; Xiao et al., 2017). We acknowledge that innova­
tive approaches regarding the technological compo­
nent of sport may also enable changes of specific other
2.2. The impact of digitalisation on sport components, like symbolic or educational aspects.
The symbolic component, the third aspect, is con­
Platforms like ZWIFT and those of other providers cerned with the “secrecy, display and rituals” (Loy,
have the potential to sustainably change the sport 1968) of sports. Secrecy – resembling the concealment
industry. In order to systematically evaluate these pos­ of individual tactics and skills (Xiao et al., 2017) –
sible changes, we refer to Xiao et al. (2017), who might be reduced due to data availability and visibility.
illuminate the possible impact of digitalisation along Novel digital communication channels could trans­
four components, initially proposed by Loy (1968) in form public display, defined as the degree of public
the context of traditional sports. attention created, as they might allow for innovative
Regarding the first aspect, the organisational com­ forms of involving the crucial stakeholder group of
ponent, digitalisation considers changing roles and sport consumers, e.g., through enabling immersive
responsibilities of involved stakeholders (athletes, coa­ forms of feedback (Goffman, 1981; Xiao et al., 2017).
ches, sponsors, staff, or governing bodies; Loy, 1968; Moreover, rituals – well-established gestures and rou­
Xiao et al., 2017). These changes might lead to ten­ tines, which contribute to the character of a sport,
sions due to potentially conflicting interests, as, for such as shaking hands or fan chants – can be trans­
example, the administrative overhead of sportive com­ ferred into the virtual sphere, further blurring the line
petition could substantially be reduced (Junghagen, towards the real world (Serazio, 2013; Xiao et al.,
2018; Xiao et al., 2017). Moreover, the digitalisation 2017).
might attract new stakeholders like data service pro­ Lastly, the educational component of sports digita­
viders or broadcasters, who exhibit novel customer lisation concerns how it enables and requires the
touchpoints (Hoye, 2015). In this context, it becomes acquisition of specific skills, i.e., training and learning,
clear that the digitalisation also transforms existing not only for athletes but also related stakeholders, such
122 D. WESTMATTELMANN ET AL.

as coaches (Loy, 1968). Digital technologies allow for Kishino, 1994), competitive video gaming is (at least)
innovative training methods, which might improve closely related to sport but takes place in purely virtual
training possibilities and effectiveness. At the same environments with very limited physical input and
time, they require the acquisition of specific skills to haptic feedback and additionally requires skills that
lever the athletes’ potentials. For example, data analy­ differ from those of real-world sports. We propose
sis can provide valuable insights on the athletes’ per­ that, specifically through innovative interaction,
formance, but also requires an understanding of the input and output design (Speicher et al., 2019) the
applied methods and applications (Davenport, 2014; novel technology allows to transfer a traditional,
Xiao et al., 2017). Beyond that, the availability of data real-world sport into a virtual environment in the
leads to increased transparency and contributes to the most realistic way possible, and thereby enables ser­
“democratisation” of sports by reducing information ious competitions that fill the gap between “tradi­
asymmetries (Xiao et al., 2017). tional” sport and eSport.
By relating the status quo of digitalisation in pro­
fessionalised sports to the reality-virtuality continuum
2.3. Virtual sports platforms: what they are and
(Milgram & Kishino, 1994), we find that digital tech­
how they work
nologies are predominantly applied to measure, ana­
lyse, broadcast, or improve athletes’ performances in We analyse the impact of sport digitalisation regard­
context of real-world sports (Davenport, 2014; Xiao et ing the four components derived by Xiao et al.
al., 2017). MR applications support these purposes. As (2017) along the specific example of ZWIFT. The
an example, virtual overlays augment videos or broad­ sport platform ZWIFT allows users to ride their bike
casts of real-world football games and other sports and in a virtual world (Delaney & Bromley, 2020). Using
add information to the display that allow a more in- a so-called smart trainer, on which the user’s road
depth analysis of the events on the pitch (Fischer et al., or mountain bike is mounted, ZWIFT allows to
2019). Beyond that, MR applications can create physically simulate different topographical character­
immersive virtual worlds and help contribute to istics in the virtual world as well as other environ­
more individual and effective types of training, like mental conditions such as the interaction with other
training of specific, uncommon, or hard-to-replicate users through a virtually mediated slipstream effect.
scenarios (Vignais et al., 2015; Xiao et al., 2017). This technology enables athletes to participate in
Studies with professional athletes have applied graphi­ realistic races, join group rides, or perform different
cal simulations (i.e., a purely virtual world) in context types of workouts and training sessions (Delaney &
of training handball goalkeepers and soccer profes­ Bromley, 2020). The physical component integrated
sionals’ reactions to virtual opponents and balls in ZWIFT combined with the additional features
(Craig et al., 2009; Vignais et al., 2015). provided by the interactive smart trainer create an
In the sphere of purely virtual environments experience that goes beyond the one of traditional
(Milgram & Kishino, 1994), professional competition home trainers or video games. In times of COVID-
in video games (e.g., sports simulations, such as FIFA) 19, where diverse renowned competitions have been
has emerged at the intersection of gaming and sports, cancelled, it is not surprising that many of those
called eSport (Funk et al., 2018; Seo & Jung, 2016; Xiao have been conducted via ZWIFT instead, e.g., the
et al., 2017). Following the common definition of sport, Tour de France or the German Cycling Bundesliga
an activity must include voluntary play, be governed by (German Cyclists Federation, 2020; The New York
rules, be competitive, require certain skills, include Times, 2020b, 2020d, 2020e). Besides the possibility
physical skills, have a wide following beyond local of conducting races, ZWIFT also offers social ele­
attraction and be institutionalised by social entities, ments like chatting and leisure rides with other
which set up regulating rules as a framework users. In addition to the aforementioned athlete-
(Guttmann, 1978; Jenny et al., 2017; Suits, 2007). centred functionalities, ZWIFT and comparable plat­
While eSports fulfils most of these criteria, the focal forms are attractive for other stakeholders like
issues in the ongoing discussion on whether eSport is teams, trainers, sponsors, broadcasters, or scouts.
to be understood as sport in the traditional sense con­ By mediating their interaction in the virtual sphere,
siders the degree of physical activity eSports requires they fulfil the definition of a multi-sided platform
and whether it matches the existing definitions of sport (Evans, 2003). Further, customising features and so-
that specifically emphasise this aspect (Cunningham et called powerups (e.g., speed-boost or invisibility for
al., 2018; Jenny et al., 2017; Loy, 1968). some seconds) allow for individualisation of the
We conclude that MR technologies have up until avatar and add gamification aspects to the platform
now mostly been considered as support and augmen­ (Borrill, 2020; Hamari & Koivisto, 2015; Schöbel et
tation for real-world sports, but not as a means for al., 2020).
conducting serious, traditional sports competitions. Referring to the reality-virtuality continuum
On the other pole of the continuum (Milgram & (Milgram & Kishino, 1994), and therefore
EUROPEAN JOURNAL OF INFORMATION SYSTEMS 123

considering only the audio-visual dimension of vir­ available data of professional virtual races with perfor­
tuality (Speicher et al., 2019), we consider ZWIFT mance data of professional road races from publica­
and similar platforms to be categorised as virtual tions in sports science covering races on World-Tour
reality/environment technologies, as they visually level like the Tour de France. Performance data from
present a virtual world. For accurately classifying virtual races were scraped from ZWIFT Power, a com­
this type of application, we refer to the additional munity-driven website that allows to track specific
dimensions introduced by Speicher et al. (2019). race results as well as extensive performance data
Regarding the number of environments, ZWIFT pro­ from the respective race participants (Ostanek, 2020).
vides a joint virtual environment, while users are In order to measure athletic performance on ZWIFT
present (at different locations) in the real environ­ and compare it to “real-life” performance data, we
ment. Competitive use of ZWIFT requires at least chose three racing series (both women and men
two athletes, which means that many users are racing) that were exclusively held on ZWIFT due to
involved in using the technology at once. We assume the COVID-19 pandemic. First, we included the
the perceived user immersion to be rather high due German Cycling Bundesliga that was held from April
to the high degrees of attention and activity required 18 2020 until May 16 2020. Second, we scraped data
to compete professionally. Regarding the degree of from the international five-stage race Pro Tour for All
interaction, users can virtually interact with other held between May 4 and May 8 2020. Finally, we
users (e.g., slipstream effects, chatting) as well as included the Virtual Tour de France series, the virtual
with the environment (e.g., powerups, changing version of the most prestigious bike race in the world
slope on mountains). Riding the bike, which is held each Saturday and Sunday between July 4 and
mounted to the adjusting smart trainer, generates July 19 2020. In all virtual events, only holders of a
motion (i.e., physical input), which is an explicit professional licence from the International Cycling
way of interaction. Further, the interaction in the Union (UCI) were eligible to compete, meaning that
virtual world is intentionally controlled. most of the participants in the virtual events have been
Combining the aforementioned considerations, in competing in equivalent events in the real world in
case of ZWIFT (and related applications), MR is applied recent years. The scraped data includes general facts
as a type of collaboration (Speicher et al., 2019). These about the riders like sex, rank and time, performance
applications augment a visually presented virtual world data like average watts per kilogram as well as health
with the athletes’ real-world physical performance (i.e., data, such as average heart rate in beats per min­
input), which is accurately measured and authentically ute (bpm).
transferred into the virtual sphere and provide audio-
visual as well as physical feedback (i.e., output) resem­
3.2. Results
bling interactions taking place in the virtual world
through the same hardware. Consequently, beyond the In Table 2, we compare virtual races with road races
visual aspects, which are purely virtual, ZWIFT can be for women and men in terms of duration (in hours),
categorised as an MR application. relative power output (w/kg), power output (w), aver­
Applications like ZWIFT add a novel aspect to the age heart rate (bpm), maximum heart rate (bpm), and
discussion on whether eSports can be considered as height (cm).
sports, as competitive success is based on the same In Figure 1, the relative power output is set in
metric (relative power output for a specific time) as in relation to the duration. This shows that for men’s
the original sport (Seo & Jung, 2016) and requires races, the three virtual races (points 1–3) are close to
comparable physical skills and actions. Thus, a com­ and even encircled by the real-world performances of
parison between performance of virtual and “tradi­ Tour de France climbs (point 5; Vogt et al., 2008),
tional” cycling is reasonable, which would imply that mountain top finish (point 6; Padilla et al., 2008) and
virtual sport can be considered as sport. In the follow­ time trials (point 7; Padilla et al., 2000) in terms of
ing, we will illuminate whether platforms like ZWIFT duration and relative performance. The weight
enable the virtual performance of cycling, which reported by the riders in the virtual races is up to 7%
requires a comparable physical performance to the below the weight reported in the real-world pendant,
traditional sport of cycling. although the difference in height is at most 3%. The
heart rate is at similar levels, with the average values in
the real-world being slightly lower, but the maximum
3. Study I: comparison of performance data values slightly higher than in the virtual world.
In women cycling, virtual races (points 8–10) are
3.1. Methodology
also similar in terms of relative power outputs and
Addressing RQ1, we assess whether the performance duration (see Figure 1). Compared to men, there are
provided in virtual world competitions are compar­ very few studies in sports science that examine
able to those in road races. To do so, we compare women’s professional races. Nevertheless, it can be
124 D. WESTMATTELMANN ET AL.

Note. All virtual and real-world (road) races considered were attended by professional athletes. The data of the virtual races were crawled via the platform ZWIFT Power. For the road races, only the meta data is available, which was retrieved
Crawled (ZWIFT Power)

Crawled (ZWIFT Power)


Sanders et al. (2019)

Sanders et al. (2019)


Padilla et al. (2008)
Padilla et al. (2000)

Abbiss et al. (2010)


Vogt et al. (2008)
Source
182.29 (9.02)
179.83 (6.52)
182.43 (8.24)

168.31 (5.60)
168.66 (6.48)
167.38 (5.59)
Height (cm)

184.80
178.00
179.40
180.00

169.60
167.30
Max Heart (bpm)

189.49 (10.21)
185.72 (8.74)
186.23 (8.36)
192.68 (8.40)

187.49 (8.12)
187.07 (8.19)
180.00

204.00
194.00

185.00 Figure 1. Relative power output and duration of virtual and


N/A

N/A
real-world professional races. Note. The diamond-shaped data
points stand for virtual, round data points for real-world races.
Green data points indicate men, yellow data points indicate
women’s races. The numbers next to the data points refer to
Avg Heart (bpm)
166.21 (12.44)

172.95 (11.57)

171.05 (14.49)

the races listed in Table 2.


165.45 (8.64)

167.42 (9.07)
174.60 (7.38)
133.00

157.00
162.00

152.00
N/A

N/A

observed that women’s virtual races are also com­


parable to time trials (Abbiss et al., 2010) since the
68.65 (6.62)
68.19 (5.86)
69.81 (6.64)

57.03 (5.77)
56.91 (5.17)
58.18 (5.56)
weight (kg)

duration is slightly shorter, but the relative power


73.20
69.00
72.40
68.80

60.50
57.80

output slightly higher. Similar to the men’s races, we


can also see that the weight reported in the virtual
races is up to 6% lower (comparison of point 8 and
Power Output (w)
331.57 (42.32)
324.91 (29.89)
346.08 (29.10)

232.38 (30.39)
237.17 (17.54)
245.43 (20.00)

11) than real-world races, although the differences in


216.00
311.00
322.00
347.00

167.00
248.00

height are less than 2%.


For both genders, larger differences can be observed
when comparing virtual races with mean values of full
road races (Sanders et al., 2019). While the real-world
3.00
4.50
4.45
5.04

2.80
4.29
Relative Power Output (w/kg)
4.85 (0.63)
4.78 (0.30)
4.98 (0.20)

4.10 (0.54)
4.18 (0.28)
4.24 (0.25)

road races are on average 466% longer for men and


239% longer for women than the virtual equivalent,
the relative power output is 38% and 32% lower (com­
paring data points 1 and 4, respectively, 8 and 11 in
Figure 1).
Table 2. Overview on performance data from virtual and real-world races.

3.3. Discussion
Time (hh:mm:ss)

Comparing the performance data of virtual and real-


00:50:21
01:14:28
00:55:49
04:45:00
00:55:26
00:54:00
01:06:25
00:57:16
01:22:47
01:02:12
03:14:00
00:34:50

world races reveals that the performance in virtual


from sports scientific studies. Standard deviation in brackets.

races for both men and women does not match the
performance profile of entire road races. This is particu­
larly due to enormous differences in the race durations.
(5) Tour de France Climbs

However, when comparing the virtual races with real-


(6) Mountain Top Finish

world races of comparable duration (time trials) or deci­


(1) Tour de France

(8) Tour de France

sive sections of real-world races (climbs or mountain top


(10) Bundesliga

(12) Time Trail


(3) Bundesliga

(7) Time Trial

(11) All kind

finish), it becomes evident that the performances pro­


(2) ProTour

(9) ProTour
(4) All kind

vided in the two modes of competition match.


Answering RQ1, we can state that virtual activities, as
they are performed on platforms such as ZWIFT, can be
Virutal

Virutal

considered as sports, since all criteria are fulfilled to be


Road

Road

defined as sports (Guttmann, 1978; Jenny et al., 2017;


Suits, 2007) and that the major counter-argument in the
Women

eSport debate considering physicality does not apply here


Event
Men

(Cunningham et al., 2018). Regarding the objective


EUROPEAN JOURNAL OF INFORMATION SYSTEMS 125

performance data, platforms like ZWIFT enable athletes between interviewer and respondent (Myers &
to pursue their passion and profession in the form of Newman, 2007) can largely be ruled out, as the inter­
sporting competitions in times of COVID-19 under viewer is a former professional cyclist.
social-distancing conditions. Nevertheless, the virtual The interviews lasted between 22 and 74 minutes,
transformation of sport apparently bears new potential were recorded after gaining permission from the inter­
for manipulation in the form of incorrect body weight view partners (Myers & Newman, 2007), transcribed
data, which would increase the relative power output on and then coded afterwards. The coding was performed
whose basis the speed of the avatar is calculated. The by two authors (Coder A and B) in the form of a
comparison of the weight data in virtual and real-world qualitative content analysis (Krippendorff, 2009;
races reveals remarkable differences, while the body Mayring, 2014) utilising the software MAXQDA.
height barely differs. Coder A coded first and thereby developed a coding
system that is structured into three levels. Level 1
distinguishes between the four components “organisa­
4. Study II: professional athletes’ perception tional”, “technological”, “symbolic” and “educational”,
of virtual sport events which we derived from the framework proposed by
Xiao et al. (2017). On level 2, the coding system of level
4.1. Methodology
1 was specified according to the context of (virtual)
We follow a qualitative approach to investigate how cycling events based on the interviews, as the frame­
participants of virtual sport competitions perceive and work of Xiao et al. (2017) is generically applicable to
evaluate differences between the virtual and real world diverse types of sport. Therefore, Coder A derived a
(RQ 2). In order to help guide the interview process codebook for each level-2-category and applied the
while simultaneously preserving flexibility, we designed coding system to all relevant text segments in the
a semi-structured guideline (see Appendix A) based on eleven interviews (Mayring, 2014). During this coding
the recommendations of Schultze and Avital (2011) as process, Coder A developed definitions (Appendix B)
well as Myers and Newman (2007), which we pre-tested that summarise the coded text segments of each cate­
and carefully adjusted afterwards. As demanded by gory and discussed them with Coder B to create a
Schultze and Avital (2011), the interview guideline is consistent understanding of how the codes should be
structured by an explicit framework (Xiao et al., 2017) interpreted (Velsberg et al., 2020). The final category
to enable more thematically relevant responses by the system on level 2 consists of 27 categories structured
interview participants. Beyond that, we tried to foster an into the four aspects (level 1 categories) proposed by
in-depth elaboration on potential advantages of virtual Xiao et al. (2017). On level 3, a sentiment analysis was
cycling competitions from a general perspective and in added to the coding system (Chen & Xie, 2008;
relation to COVID-19 and therefore encouraged an Gordon et al., 2020; Liu, 2010). Thereby, two subordi­
open discussion by following up on specific thoughts nate codes per level-2-category were established to
mentioned by the interview participants. identify positive (e.g., optimism) or negative (e.g.,
To ensure sufficient qualification of the interview anxiety) sentiment of the respondents towards possi­
partners regarding their evaluation of differences ble differences between real-world and virtual cycling
between cycling races in the virtual and real world, (Gordon et al., 2020; Liu, 2010). This leads to 54
male and female athletes were contacted who 1) hold a categories (2 sentiments x 27 level-2-categories) on
valid professional licence from the UCI, 2) have parti­ level 3.
cipated in the Virtual Cycling Bundesliga 2020 and 3) To assure coding objectivity, Coder B replicated the
have participated in the real-world Bundesliga in the coding procedure. In the first step, Coder B coded the
previous years. Fourteen athletes who met these three eleven interviews based on the co-created level-2 code­
criteria were contacted. Eleven athletes responded to book provided by Coder A (Appendix B), without
our request and were interviewed in June and July knowing which text segments were identified by
2020. Three participants were female, eight were Coder A. Based on this coding, Coder B also carried
male. All female participants competed in the Virtual out a manual sentiment analysis in a subsequent step,
Cycling Bundesliga, the Virtual Tour de France and labelling positive and negative connotations on text
the Pro Tour for All also covered by study I. Among segment level. We measured coding reliability on text
the men, two interview partners participated in all segment level by applying Cohen’s Kappa, which
three races. The interview partners include Olympic accounts for corresponding coding by chance as well
participants and winners of internationally recognised as for different value distributions in different cate­
one- and multi-day races. Regarding the virtual races, gories with a desired threshold value of 0.7 or higher
a stage winner of the Virtual Tour de France is among (Brennan & Prediger, 1981; Cohen, 1960; Lombard et
the participants. The issue of social dissonance al., 2002). Results support reliability with a Kappa of
126 D. WESTMATTELMANN ET AL.

0.86, which is deemed as substantial, while a value of The impact of virtualisation on the organisational
0.0 would depict agreement by chance (Cohen, 1960; aspects of cycling events is visible through multiple
Shrout, 1998). To make sure that RQ 2 is answered aspects. First, various administrative processes are
with reliable results on respondent level, we addition­ omitted. This includes coordination with authorities
ally calculated the percentage agreement (Lombard et as well as organisation of road closures, barriers, sup­
al., 2002) on interview level. The overall percentage port staff, travel, police and ambulance. From the
agreement, across all level 3 codes on respondent level, athletes’ perspective, travelling, hotel stays and inter­
accounts for 95.9%. According to this, Coder A and B actions with team and staff are reduced. Many of these
identified expressed sentiments regarding each cate­ aspects might induce a reduction of costs associated
gory (coding level 3) at least once per interview tran­ with organising races. The respondents perceive the
script with a 95.9% agreement. reduction of financial and time-related efforts as a
positive aspect of virtual competition, e.g., stating
“Nobody needs to drive 6 hours through the country
4.2. Results every weekend to meet for the Bundesliga race. [.] I
In order to present the results depicted in Table 3 think, compared to an organisation of a real race,
comprehensively, we report the number of respondents’ made much easier and faster. So especially with regard
mentions for each level 2 category regardless of the level to travelling costs” (Respondent 1). On the contrary,
3 sentiment coding. Regarding the latter, we aggregated half of the athletes complain about the initial costs for
the count of positive, respectively, negative sentiments setting up the necessary hardware, especially the smart
per category for each of the 11 respondents on interview trainer. Moreover, the athletes have to take on more
level, so that up to one positive and one negative senti­ responsibilities on their own, e.g., to prepare the races,
ment towards each category is potentially counted per as there is less or even no staff involved (in the teams
respondent. By this means, we rule out distortions due as well as in the organisation), which bothered three of
to single respondents focusing specifically on one issue the respondents. With regard to the spread of COVID-
with multiple text segments being coded. At the same 19, athletes also see positive aspects in the massive
time, respondents could express negative and positive reduction of physical proximity, which is inevitable
opinions towards a certain level 2 category, leading to a in real world competition: “I think this has a very big
maximum count of 22 mentions (11 positively opinio­ impact on containing the pandemic. If I now imagine
nated respondents + 11 negatively opinionated respon­ that every weekend there are 300 to 400 people with
dents) per category. staff who would have met [. . .], there would have been a

Table 3. Results of the qualitative content analysis including sentiment coding.


Level 3 sentiment
Level 1 category Level 2 category positive negative
Organisational aspects Financial and time effort for athletes (11) 11 6
Broadcasting opportunities (11) 9 1
Cooperation with sponsors (11) 9 0
Cooperation within the team and staff (11) 4 2
Governance and controlling for manipulation (10) 4 6
Responsibilities for athletes (7) 2 3
Institutionalised rules (7) 2 2
Technological aspects Data transparency (11) 7 0
Required physical skills (11) 0 1
Impact of traditional sports hardware (11) 0 0
Manipulability of data (10) 2 10
Technical aspects for increased realism (9) 4 2
Impact of application-specific hardware (9) 1 3
Required technological knowledge (8) 1 3
Impact of in-game equipment (5) 2 1
Symbolic aspects Sportive relevance (11) 9 8
Rituals (10) 1 1
Customer interaction (9) 5 0
Public display (7) 7 0
Secrecy (2) 0 0
Educational aspects Data analysis and usage (11) 5 0
Tactical knowledge (11) 1 3
Preparation before competition (11) 0 0
Substitutes real-world competition (10) 6 1
Substitutes real-world training (10) 3 0
Coaching (10) 1 1
Overview of the race (9) 2 2
Note. Main categories as derived from Xiao et al. (2017), subcategories represent contextualised concretisations of aspects mentioned by Xiao et al. (2017).
Numbers in brackets represent the total number of interviewees, who mentioned a level 2 category at least one time during the interview. The numbers
of positive and negative sentiments represent how many respondents indicated at least one positive respectively negative aspect per subcategory, which
both may occur in one interview.
EUROPEAN JOURNAL OF INFORMATION SYSTEMS 127

clearly increased risk of infection due to the physical skills necessary to compete differ between the real
contact one has. [. . .] It was appropriate that this did world and the virtual competition. In this regard,
not happen at the moment” (R1). Beyond that, the one athlete mentioned that: “All in all, I would say
athletes identified streaming platforms like YouTube that it [virtual race] is comparable to the last hour of
as an important stakeholder in the broadcasting con­ tough Bundesliga races” (R3). In line with that, nine
text. Regarding the novel broadcasting opportunities respondents highlighted technical aspects of ZWIFT
and cooperation with sponsors, most athletes posi­ to increase realism, which are mostly evaluated posi­
tively perceive the virtual races as a chance to gain tively, as for example: “The courses I know [. . .] it’s
visibility for themselves and their organisation during exciting that they are built so similar. And the fact that
the COVID-19 pandemic and beyond. For example, you can feel whether you’re going uphill or downhill
the recorded streams or self-produced highlight videos with the smart trainer is very authentic” (R1). Notably,
are available online after the event and “[.] you can still no respondent reported that the perceived realism is
present your sponsors very well” (R2). In result “[.] the affected by audio-visual stimuli. Finally, the increased
team management and the sponsors, who are men­ data transparency during and after the race enabled by
tioned again somewhere, are happy” (R3). Six athletes the constant performance measurement is perceived
were concerned about procedures to ensure the relia­ mainly positively by seven athletes.
bility of results and to prevent manipulation and Regarding symbolic aspects of the sport, the virtua­
cheating. lisation reduces the relevance and even eliminates
Regarding the transformation of technological many rituals, such as joint preparation for the race,
aspects of cycling competitions, the role of traditional team presentation, award ceremony, and cheering fans
hardware, i.e., the bike, is assumed to diminish in near the course: “I would say that almost all of these
virtual competition, as the bike does not actually classical rituals are simply not present on ZWIFT” (R5).
move on the smart trainer. All respondents mentioned The athletes perceive the transfer of rituals into the
this change, highlighting that traditional hardware (e. virtual world as well as rituals dropping out as both
g., bike’s aerodynamic and rolling resistance) is irrele­ positive and negative. Contrary, the interaction with
vant, but no one expressed a clear positive or negative consumers as well as the public display are estimated
position, meaning that no sentiment was attributed to be increasingly relevant. For example, social media
here. In contrast, application-specific hardware, such feedback and ZWIFT-internal chat interactions dur­
as a smart trainer, cameras, and fans, was identified as ing and after the virtual competition are extensive.
an emerging topic, which is necessary for participating Accordingly, athletes report an increased public recog­
in the virtual competition. Especially the smart trainer nition. Regarding consumer interaction, almost half of
is regarded negatively by participants, who criticise the the respondents indicate that they positively perceive
impact of different smart trainer types on the mea­ the novel forms of virtually mediated interactions, as
sured performance: “I know that these different smart they create a more intense relationship and allow fans
trainers and power meters have an impact. In our case, to get closer to the athletes. Seven athletes perceive the
some results were rather questionable” (R4). In this virtual races positively in regard to the increased pub­
light, the issue of doping is assumed to become less lic display, as it might even increase the number of
relevant, because it is partly replaced by the emerging consumers of the sport: “There might even be more
issue of cheating instead, which, for instance, can be than at the roadside at a [real-world] bike race” (R2).
achieved by entering false body weight values or Specifically, during COVID-19 shutdowns of other
through technical manipulation of the smart trainer. sports events, the possibility to compete virtually
In line with that, all but one respondent highlight their allows cycling to generate a broad display as “[it is]
scepticism regarding the technical reliability and are the only sport that’s being broadcast live at the moment
concerned about the possibility of data manipulation, and I think that’s just maybe an advantage to get to the
e.g., “So for me, the effect of technical manipulation viewers” (R6). In contrast to this public relevance,
clearly outweighs any other. I think it is much more athletes have mixed opinions about the sporting rele­
convenient to manipulate technically than to dope vance of the virtual races, which is emphasised by both
yourself” (R4). Moreover, ZWIFT-specific technical positive and negative statements about the topic.
knowledge is regarded as necessary to properly com­ While the rather high-performance level is positively
pete, e.g., regarding the use of power-ups and the mentioned, the negative statements go as far as stating
impacts of slipstream as well as more administrative that they “[.] wouldn’t really attach any relevance to it
technical knowledge in setting up the equipment. right now [. . .] for me it’s like playing PlayStation on a
These changes in skills and knowledge are noted by bike” (R6).
the participants and criticised by one athlete: “The Participants identified educational aspects since
power-ups distort the whole thing since they have a novel skills are necessary for athletes and coaches.
massive impact on the results” (R1). A pivotal point Regarding team tactics, teamwork or positioning in a
here is that no athlete mentioned that the physical virtual group of riders, the traditional knowledge is of
128 D. WESTMATTELMANN ET AL.

subordinate relevance, while virtual-world-specific suitable to enhance perceived realism and immersion
tactics are necessary to compete, e.g., regarding the of virtual worlds (Bastos et al., 2018; Lin & Peng, 2015;
use of power-ups and activities such as mastering the Ribbens et al., 2016).
start as well as knowing specifics of the courses. One Moreover, we find changes that are evaluated as
participant stated that “we had a meeting call where he rather positive by the participants, such as the novel
[performance coach] told us exactly what we had to do broadcasting possibilities, which increase the oppor­
with the power-ups” (R8). This quote also highlights tunity to present sponsors and allow for a more public
that coaching requires new specific knowledge regard­ display. In contrast, athletes are sceptical about
ing data analysis and in-competition decision-making manipulation possibilities regarding the input data
as well. Thereby, the possibility to utilise data analytics and distortion of fair competition through power-
to optimise training and competitive success repre­ ups as a facet of gamification (Hamari & Koivisto,
sents an important component in coaching and is 2015; Schöbel et al., 2020), which makes them ques­
perceived positively by almost half of respondents. tion the sportive relevance of the virtual competitions.
Finally, respondents frequently indicated positive sen­ Furthermore, the athletes relate specific aspects of
timent towards the fact that the virtual competition virtualising sports to the COVID-19 pandemic. They
serves as a substitute for real-world races to maintain highlight the advantages of competing virtually and at
their fitness level, specifically during the COVID-19 social distance instead of conducting large-scale events
pandemic: “There are no other (real-world) races and I with physical proximity in the real world, which is in line
think a lot of athletes feel the need to compete now and with current findings on COVID-19 transmission
that’s just a good format” (R5). In addition, and inde­ (Blocken et al., 2020; McCloskey et al., 2020). Finally,
pendent of COVID-19 restrictions, virtual competi­ the respondents perceive the virtual events and the result­
tion might also complement real-world training, ing audience as a chance to cope with financial losses due
which was mentioned by three participants. to cancelled real-life events (Horky, 2020; Timpka, 2020).

4.3. Discussion
5. General discussion
The results of study II allow insights on which drivers
5.1. Overarching discussion and theoretical
of sport digitalisation are specifically relevant in the
implications
context of virtual cycling events and how the resulting
changes are perceived by affected athletes. We validate Combining the insights from study I and II, we find
the theoretical considerations of Xiao et al. (2017) in that virtual sports events are suitable to conduct rea­
the context of virtualised cycling competitions and listic and serious competitions during the COVID-19
thereby find concrete manifestations of the mentioned pandemic and beyond. The fact that the performances
aspects. in virtual races resemble specific parts of real-world
Beyond that, we illuminate the effects an increas­ sport – in the form of time trials, or finals of races –
ing degree of digitalisation, specifically the virtualisa­ also corresponds to the subjective athlete perception.
tion of physical interaction (Flavián et al., 2019; Nevertheless, differences in their perceptions of both
Speicher et al., 2019) could have on different aspects types of sport exist. Summarising, this study is the first
of sports. The participation in virtually mediated to analyse competitive, professional, and physical
competitions allows athletes to maintain their fitness sport, which is transferred and performed in a virtual
and contributes to a novel level of training realism, sphere and therefore allows for several contributions.
which differentiates virtual sport platforms from First, we find evidence that virtual sport can be
recent MR applications for professional athletes’ classified as a sport according to common definitions,
training (Vignais et al., 2015; Xiao et al., 2017). In specifically because the necessary physical skills have
addition, we find that the changes in stakeholder been shown to be comparable (Guttmann, 1978; Jenny
responsibilities in our context mainly concern reduc­ et al., 2017; Suits, 2007). In this way, we contribute to
tion of tasks for the staff, while the athletes have to the discussion on whether eSport and sport are sepa­
take more responsibilities in preparing for the races. rate concepts (e.g., Cunningham et al., 2018), as we
Virtual sport also requires novel skills, such as spe­ show that virtual sport lies in between both extremes,
cific tactics or strategic power-up use and thus, which allows for a more granular discussion.
requires learning effort. Second, we contribute to the broader literature on
We also find that the degree of visually perceived sports digitalisation, as we identify transformational
realism is a subordinate design factor for this type of aspects of virtualising cycling. We thereby concretise
application, as realism mainly arises from physical and empirically apply the sports digitalisation frame­
feedback and virtually mediated interactions. These work proposed by Xiao et al. (2017). In particular, we
results support the proposition that applications offer­ focus on the impact of MR technologies and highlight
ing stimuli beyond audio-visual ones are deemed that their application potential in sports goes beyond
EUROPEAN JOURNAL OF INFORMATION SYSTEMS 129

augmenting broadcasting and analysis or experimen­ physical interaction applications could successfully be
tal training use cases, but enables serious competition deployed at large scale, while at the same time helping
(Fischer et al., 2019; Vignais et al., 2015). to control the COVID-19 pandemic. Virtual sports plat­
Third, we also illuminate, which of the occurring forms enable athletes to take part in competitions in a
changes the participants perceive as positive and virtual world from home, avoiding the need to travel to
which are barriers of use. It appears that the combina­ events, where they frequently are in contact with a large
tion of objective performance data and the athletes’ number of people. Still, they offer enough realism to
perception fits well to answer this endeavour. For allow for credible competition. From a financial per­
example, the athletes indicated their concerns regard­ spective, athletes and sponsors can use the virtual plat­
ing possible data manipulation and question the cor­ form to reduce the financial losses arising from
rectness of the declared weight in the virtual context. cancelled competitions. Teams can produce content
This concern seems reasonable, since the comparison independently from home, distribute it via social
in study I reveals that the weight indicated in virtual media and thus, supplement official broadcasts.
races is in some cases considerably lower than in real- Virtual sports also play a decisive role regarding psy­
world races. These combined findings are in line with chological and social components, as the virtual races
the proposition of Hacker et al. (2020) that novel can serve as complements for real-world interactions
vulnerabilities emerge, as people more strongly engage and help athletes to better cope with COVID-19. Put
in the virtual sphere and show that it applies for virtual into a broader context, we propose that virtually
sports as well. mediated forms of interaction, e.g., with fans, should
Fourth, we highlight potential motivators and bar­ be applied to diverse – pre-COVID-19 – mass-attended
riers to engage with a technology that visually pre­ sport events as a part of the “new normal”.
sents a purely virtual world but augments it with In order to further develop and establish virtual
physical input and haptic output of many users syn­ sport in times of COVID-19 and beyond, further
chronised via interactions within the virtual sphere. aspects have to be considered. We showed that the
Therefore, we contribute to the literature on MR performances provided in the real and the virtual
technologies, which has so far focused mainly on world are comparable, but that special knowledge (e.
audio-visual interaction and validate the recent fra­ g., power-ups) is required in the virtual world.
mework of Speicher et al. (2019), which extends the Accordingly, stakeholders have to find a common
reality-virtuality continuum (Milgram & Kishino, understanding on whether virtual sport should resem­
1994) along the specific example of ZWIFT. ble traditional sport as closely as possible or whether it
Accordingly, we categorised ZWIFT and related should be a separate discipline with its own (gamifica­
applications of MR as a form of collaboration tion) characteristics. In the light of the rapidly increas­
(Speicher et al., 2019), which might seem contradic­ ing attention paid to virtual sport, it must be clarified
tory at first, as the athletes actually compete against whether virtual sport should be integrated into exist­
each other. However, at a second glance, it becomes ing sports federations or independent institutions
clear that the technology enables them to collaborate should be established that are responsible for regula­
in performing a joint sportive competition without tions. Thereby, it is of paramount importance to limit
being at the same real-world location. Therefore, we manipulation potential. To prevent technical manip­
identify the sports industry as a field in which this ulation, the reliability of the relevant measurements
type of application can beneficially be applied across different hardware setups must be ensured and
(Flavián et al., 2019; Xiao et al., 2017). there must be mechanisms (e.g., transparency and
Finally, we emphasise how information systems can data recording via multiple sources) to identify suspi­
support mastering the COVID-19 pandemic in the cious data. Data transparency is not only important to
field of sports, which is a vital part of people’s lives. prevent manipulation but can also be valuable for
Thereby, we complement the literature on technolo­ athletes and coaches to identify potential to improve
gical measures and remote interaction during the pan­ performance. In addition, the performance data can
demic (e.g., Hacker et al., 2020; Waizenegger et al., also provide interesting additional information for
2020). Adding to the discourse on which digital prac­ spectators that is not available in real-world sport
tices might endure after the pandemic (Hacker et al., and should be integrated into the broadcasts of virtual
2020), we propose that professional sport events tak­ competitions.
ing place in the virtual sphere might complement the
traditional sport beyond COVID-19.
5.3. Limitations and further research
This study is subject to certain limitations. For our
5.2. Implications for practice
quantitative study I, we could not access individual-
From a practical perspective, this study provides guide­ level performance data from previous studies, so that
lines on how virtual sports and virtually mediated it was not possible to conduct significance testing for
130 D. WESTMATTELMANN ET AL.

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Appendices begin, I would like to point out that the information and
data will be treated confidentially and processed anon­
Appendix A: Interview Guideline ymously. In the following interview, I ask you to freely and
Thank you very much for partaking in the following openly express your personal experiences and thoughts
interview on the topic “A comparison of the virtual cycling related to the virtual Bundesliga on ZWIFT. Please feel
Bundesliga with the real cycling Bundesliga”. The discussion free to be comprehensive and detailed. If you have any
I would like to have with you should be as free as possible. questions, please do not hesitate to ask them during the
My pre-formulated questions are only intended to serve as a interview. If you do not have any questions right now, we
guidance so that we consider all relevant topics. Before we may proceed with the interview:

Main Topic Question Suggestion for further remarks


1. Reasons and timing for joining ZWIFT and Q1. How did you get into ZWIFT? Did you register because of the COVID-19
especially for participating in the virtual pandemic or have you been active on ZWIFT
Bundesliga (virtual cycling Bundesliga). before?
Q2. Why did you participate in the virtual -
cycling Bundesliga?
2. Comparison of the virtual Bundesliga and the Q3. Which stakeholders play a role in the Independent of the riders, have new stakeholders
real cycling Bundesliga with regard to virtual cycling Bundesliga? emerged compared to the traditional
organisational components (Xiao et al., 2017; Bundesliga?
from the riders’ point of view). Which stakeholders dropped out in particular
compared to the traditional Bundesliga?
Q4. Which role does the virtual cycling Was the participation in the virtual Bundesliga
Bundesliga play for your own team? actively demanded or was it your own idea?
Q5. Which role does the virtual cycling Are there any sponsors who have already
Bundesliga play for your sponsors? commented on your participation?
Q6. Which role does the federation play in -
implementing the virtual Bundesliga on
ZWIFT?
Q7. How do you assess the new broadcasting Previously, short reports from certain regional
opportunities for the races? stations were broadcasted about individual
races, whereas today entire races are streamed
online.
3. Comparison of the virtual Bundesliga and the Q8. Which influence does the equipment have If you consider the Smart Trainer as well as the
real cycling Bundesliga with regard to on the race compared to the traditional bike: do you think the smart trainer or the
technological components (Xiao et al., 2017; Bundesliga? power metre you use has an influence on the
from the riders’ point of view). result or do you think it is mostly independent?
Q9. In your opinion, are the same physical Is the performance specification comparable to
abilities and skills crucial in the virtual that of a real Bundesliga race? Especially with
Bundesliga? regard to strength, endurance and technical
aspects?
Q10. Is the same knowledge relevant for If you consider tactics, use of power-ups, or even
virtual Bundesliga races or does it require knowledge of the course.
special knowledge for virtual races?
Q11. Does teamwork or team spirit play a role If you consider the team meetings preceding the
comparable to that in a real Bundesliga races or communication during a race.
race?
4. Comparison of the virtual Bundesliga and the Q12. How do you assess the sporting -
real cycling Bundesliga with regard to symbolic relevance of the virtual Bundesliga
components (Xiao et al., 2017; from the riders’ compared to the traditional Bundesliga?
point of view). Q13. Are there differences with regard to If you think of rituals before the race or even
certain rituals and gestures? Where do they during the race. How does it differ in general
resemble each other and where do they from the course of events, also regarding
differ? gestures or behaviour during the race? Are
there any differences that you notice?
Q14. How do you perceive the visibility of Where are differences and similarities in the virtual
actions and sporting events? Bundesliga? For example, the fact that you can
no longer see your competitor’s face. How do
you perceive this?
Q15. What about the interaction with the They are no longer on the side lines but can “only”
spectators and observers? follow the races online.
5. Comparison of the virtual Bundesliga and the Q16. Do you use the virtual cycling Bundesliga -
real cycling Bundesliga with regard to more as a training or a competition
educational components (Xiao et al., 2017; from substitute?
the riders’ point of view). Q17. How does your preparation differ from -
the traditional Bundesliga in terms of
training and direct race preparation?
Q18. Do you analyse your own data and the For example, via the ZWIFT Power Platform, where
data of other athletes? basically all kinds of performance data such as
heart rate or wattages are available.
Q19. Does participation in the virtual cycling Do you practice specific skills and techniques or do
Bundesliga influence the work with your you prepare yourself differently for a virtual
coach and his/her way of coaching? race?
(Continued)
EUROPEAN JOURNAL OF INFORMATION SYSTEMS 135

(Continued).
6. Conclusion with a summary of supposed Q20. What are the advantages of the virtual You have already mentioned some of them before,
advantages of the virtual Bundesliga (from the Bundesliga compared to the traditional but here you might want to summarise them
riders’ point of view). Bundesliga? again and highlight the most important ones.
Q21. What technical aspects do you think If you consider head-mounted displays and the
could make the virtual cycling Bundesliga like.
even more realistic?
Q22. Where do you see problems and Maybe also something you would like to share
corresponding potential for improvement with the German cycling federation or ZWIFT
in the future? themselves.
Q23. Now a somewhat provocative question: Perhaps also as a kind of complement to the
can you imagine the virtual Bundesliga as a traditional Bundesliga, or is it just a gimmick?
possible substitute for the traditional
Bundesliga?
Q24. Would you again participate in the virtual -
cycling Bundesliga regardless of the COVID-
19 pandemic?
Q25. What are the prerequisites for you to -
participate again?
7. Special situation: COVID-19 pandemic and a Q26. Do you think the virtual Bundesliga helps At least as a piece of the mosaic in the
possible containment to contain the COVID-19 pandemic? containment of the pandemic.
Q27. Why does the virtual cycling Bundesliga -
help with containment?
8. Supplementary Q28. Were the questions of this interview -
understandable for you?
Q29. Which questions could not be answered -
intuitively?
136 D. WESTMATTELMANN ET AL.

Appendix B: Coding scheme

Level 2 category Definition


Level 1 category: Organisational aspects of sports digitalisation
Responsibilities for athletes Statements concerning changing responsibilities for performing the sport from the athlete’s perspective. While
responsibilities might increase, this category also considers higher perceived independence.
Financial and time effort for Statements concerning changes regarding financial or time-related efforts from the athlete’s perspective. In
athletes contrast to responsibilities, this category focuses on financial and time-related resources.
Cooperation with sponsors The virtual races have an impact on sponsors, their visibility and their collaboration with the teams. This category
addresses changes regarding the interactions with sponsors as well as monetary and idealistic support from
those.
Cooperation with team and staff Here it is reported whether and how the cooperation within the team has changed. This category also concerns to
what extent supporting activities and actors in virtual races get more important and which ones do not.
Broadcasting opportunities Virtual races offer new possibilities to broadcast competitions.
Races can be transmitted live via streaming services and content can be shared on social media channels.
Governance and controlling for This is concerned with the organisation of control mechanisms of the alleged manipulation itself, i.e. the
manipulation implementation and various possibilities of manipulation checks, which can be compared to doping controls.
Institutionalised rules For virtual competitions, specific rules within the game logic, but also beyond this are necessary to create a fair and
consistent framework for competition.
Level 1 category: Technological aspects of sports digitalisation
Impact of application-specific The perceived influence of specific equipment for the virtual sport or even more specific for the application ZWIFT
hardware (i.e. smart trainer) on the result of the race is described here.
Impact of traditional sports The perceived influence of hardware such as bike, helmet, and other equipment on the speed and therefore the
hardware race result in virtual and real-world racing.
Impact of in-game equipment Responses regarding the digital equipment of the avatar in virtual sport and its impact on competition results.
Required physical skills This concerns the necessary skills (i.e. power profile, endurance) for competing in the virtual and the real-world.
Required technological Responses regarding special knowledge that is required to (successfully) compete in virtual races. Special effects of
knowledge the slipstream effect and avatar behaviour, but also the skills for setting up the smart trainer and registering
online play a role.
Data transparency This category covers the articulated need for data transparency and the athlete’s personal perceptions of disclosing
individual data.
Technical aspects for increased To what extent technical features such as slipstream effects, graphics, course design and the mixed-reality
realism technology applied affect the perceived degree of reality. Thereby, aspects like VR glasses or steering platforms
are included.
Manipulability of data In virtual races, the relative power output and thus the race result can be manipulated via inaccurate body weight
data or smart trainers. In contrast to the category “Governance and controlling for manipulation”, this one
considers mentions regarding the technical possibilities for manipulation.
Level 1 category: Symbolic aspects of sports digitalisation
Public display The extent to which riders perceive the public visibility of the races and access to spectators.
Customer interaction Virtual races make the spectators along the road disappear, but new media, livestreams and social media enable a
new way of interacting with spectators.
Rituals Rituals and gestures like award ceremonies are part of a road races. This category includes rituals and gestures that
are omitted respectively introduced in virtual sports compared to the real-world.
Secrecy Specific behaviours of restraining information or keeping tactics a secret is common in sports. In virtual races, more
data might be obtainable to reduce secrecy, while at the same time, novel opportunities for hidden behaviour
might arise.
Sportive relevance This category includes statements made by athletes concerning the sporting relevance of virtual competitions.
Comparisons with real-world sports are also covered here. The sporting relevance is based on the relevance for
the athletes themselves, but also for the teams, spectators and other stakeholders and includes both financial
and intangible factors.
Level 1 category: Educational aspects of sports digitalisation
Tactical knowledge The value refers to race tactics in general and special tactical knowledge, which differs from real-world races.
Overview of the race Through the virtualisation of sport, athletes can no longer directly observe sporting events, resulting in a lack of
important information about the sporting action compared to the real-world. In turn, virtual competitions offer
other information, such as webcam views or the display of competitors’ performance data.
Coaching This category includes the interaction of athletes with their coaches to improve the athlete’s performance and the
extent to which the virtualisation of sport changes the way athletes collaborate with coaches.
Data analytics and use This category refers to the use of the data available through virtual races (own and external data).
Preparation before competition Aspects of race preparation can include the direct race preparation a few hours before the competition (e.g.,
nutrition or preparation of the equipment), but also the preparation in the days before a race (e.g., workouts or
sleep).
Substitute for real world This refers to whether a virtual race can create a competitive character and is a substitute for real world
competition competitions.
Substitute for real world training This refers to whether a virtual race can develop a training character and is a kind of supplement to traditional
training in the real world.
Note. Only categories derived from the framework by Xiao et al. (2017) included. Sentiment was coded based on connotation of related adjectives per text
section.

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