Take your team's training to the next level

Sports

To become a truly great athlete in any sport, the key is repetitions, repetitions, repetitions. But factors such as team setup and availability, rules, the physical toll on bodies, even weather, can make it hard to get those reps in.

Immersive Learning lets players practice anytime, anywhere, just as if they were on the field, court, slopes, ice, or course.

A Virtual Reality (VR) sports environment lets athletes accelerate their training regimen, even on the road, giving them the chance to run unlimited reps in the most realistic environment possible, so they can be ready to perform at their absolute best when it truly matters.

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See what convinced Trent Edwards, quarterback in the NFL for eight seasons, to become one of the earliest adopters of Virtual Reality sports training..

Why Immersive Learning for Sports

Developed in close collaboration with the Stanford University Football team and coaches, Strivr's Virtual Reality sports training is ideal for knowledge and skill repetition that elite athletic performance requires.

Offers on-demand repetition


Get unlimited practice reps from the exact vantage point of where you actually play, race or perform.

Saves your body


Spare yourself the impact of training on the field or court, great for physical sports such as football and basketball.

Take it with you


All you need is a headset and a laptop, so it’s easy to use on the road or in a hotel room during downtime.

Focus on the patterns that matter


Training with realistic visuals of VR helps you recognize patterns faster in real game or race situations.


We’re continually looking for ways to train our players without increasing wear and tear on their bodies. It allows you to work on mental reps without the physical pounding on bodies.

Jeff Bower, Phoenix Suns VP of Basketball Operations

Case Study: Football

Football players, and especially quarterbacks, spend weeks poring over playbooks and video footage in order to learn the customized offenses designed by their coaches. Former Arizona Cardinals QB Carson Palmer had to memorize up to 250 different plays every season.

With Strivr’s Immersive Learning solution, Palmer found the training much more engaging and efficient. At home, he could put on the headset and be instantly transported back to practicing on the field - enveloped by an immersive re-creation of the play in which his real-life perspective of the unfolding action is reproduced almost exactly as he would see it on the field.

It’s a better way of watching film. I spend almost as much time in Strivr's VR as I do just on the playbook, going through different reads and progressions, so it’s a huge part of what I do.

Carson Palmer, 15-year NFL QB, Heisman Trophy Winner

Today, many NFL and college teams are using Strivr Immersive Learning technology to train players and accelerate overall player development.

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Case Study: Basketball

Over the 2016-17 NBA season, the Washington Wizards used Strivr to help strengthen its team’s performance on several fronts, accelerating mental preparation, strategy, and play knowledge.

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One specific example, involved Wizards center Ian Mahinmi, an experienced NBA player for more than a decade and NBA Champion with the Dallas Mavericks in 2011, Mahinmi was a solid team contributor, but his free throw shooting accuracy consistently ranked near the bottom half of the league. Prior to the 2016-17 NBA season, he had a career free throw average of 59.7%, which was on a slight personal decline compared to his previous seasons.

Leveraging its neuroscience experience and data oriented approach, Strivr developed an engaging free throw shooting visualization tool to help him improve. Despite injuries, Mahinmi still managed to log game minutes and shoot at least one free throw for 11 calendar weeks that season. For three of those weeks, he trained with Strivr, averaging a 73.3 FT% clip, while in his non-Strivr weeks he averaged only 41.9%. This significant difference is explored in more detail in our dedicated Strivr Sports whitepaper.

Case Study: Ski

The skiers competing at the 2018 Winter Olympic Games in South Korea had worked for years in preparation. But once they got to Seoul, they got hardly any time to practice on the actual slopes. This made it challenging to learn the turns before it mattered most.

With Immersive Learning, skiers got the chance to run through the actual slopes as many times as they wanted, and learn the positions of the gates, the details of the terrain or the way the turns appear. The brain responds to the slopes in VR in the same way as in real life, which really helped their performance.

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The athletes are using 360 degree video and VR in multiple ways in competition, from inspections of the race course, helping athletes learn the lines they will race through, to helping athletes rehabilitate from injuries.

Troy Taylor, the High Performance Director at U.S. Ski & Snowboard

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