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2027
NZSport.WorldEXPO 2027
Sport, Technology and the Future of the Fan
Proposed venue: New Zealand International Convention Centre, Auckland
Timing: may 2027
Format: 1 production/build day + 2 public/industry days
Presented by: TBC
Technology layer: iSPARX™ / AR+IQ
Commercial model: Conference + expo + premium sponsorship + bespoke brand activations
Working status: Event concept and production plan
The Sport EXPO should be positioned as a premium sport industry gathering rather than a conventional trade show. It brings athletes, sporting organisations, technology companies, brands, researchers, media and fans together around three subjects that are reshaping modern sport:
Athlete Wellbeing. Sport Tech. Fandom & Fan Engagement.
Event Purpose
Sport EXPO 2027 creates a national platform to examine what comes next for sport.
It is designed around three connected questions:
How do we better support the athlete?
Physical and mental wellbeing, performance, recovery, longevity, identity and life beyond competition.How is technology changing sport?
AI, data, wearables, spatial computing, broadcast technology, performance systems, venue technology and emerging interfaces.How is the relationship between sport and its audience changing?
Fan participation, membership, content, gaming, community, live experience, social media, loyalty and new forms of fandom.
The intention is not simply to discuss these questions. The EXPO should demonstrate them.
Technology is therefore integrated into the event itself rather than confined to exhibition stands.
ROOM 01 | ATHLETE WELLBEING
The Human Performance Room
Focus areas include athlete mental health, physical performance, recovery, sleep, nutrition, injury management, neurotechnology, women’s sport, athlete identity, safeguarding, career transition and life after elite competition.
Programming should deliberately mix athlete experience with clinical, scientific and management perspectives.
Potential sessions include:
The Athlete Beyond Performance
A major athlete conversation about identity, pressure and life beyond results.Longevity
How athletes, coaches and medical teams are extending careers while reducing harm.Mental Performance vs Mental Health
Where high-performance systems succeed and where they fail.The Women’s High Performance Environment
Research, technology, health and structural change.Life After the Jersey
Transition from professional competition into business, media, coaching and community leadership.Sleep, Recovery and Human Performance
Who Owns Athlete Data?
The room can also support demonstrations of recovery, biometric, wearable and human-performance technologies.
ROOM 02 | SPORT TECH
The Intelligent Sport Room
A live technology environment rather than a conventional technology conference.
Subjects include:
AI and custom multimodal systems
Performance analytics
Computer vision
Wearables and sensors
Spatial computing
AR and mixed reality
Sports broadcasting
5G/6G infrastructure
Digital twins
Venue technology
Data and analytics
Gaming and simulation
Ticketing and identity
Accessibility technology
The current AR+IQ framework is particularly relevant here. It combines AR, custom multimodal AI, geospatial systems, spatial computing, cloud/data infrastructure and analytics. Its architecture is designed to understand relationships between people, activity, content and physical place.
Potential sessions:
AI Is Joining the Team
How intelligent systems change coaching, operations, media and fan services.The Intelligent Stadium
The Quantified Athlete
From Broadcast to Spatial Media
Who Owns Sports Data?
Can Technology Make Sport More Accessible?
The Next Interface Is the Environment
This room should include genuine demonstrations. Technology partners should be encouraged to show working systems rather than rely on presentation decks.
ROOM 03 | FANDOM & FAN ENGAGEMENT
The Fan Room
This is potentially the most experiential of the three environments.
The supplied fandom research argues that participation has become an important route to belonging, while experiential environments provide low-friction entry points for casual audiences.
Subjects include:
Fan communities
Stadium experience
Supporter culture
Sports media
Athlete-led media
Social platforms
Membership and loyalty
Gamification
Fantasy sport
Gaming and esports
Merchandise
Immersive entertainment
Brand participation
Accessibility
Gen Z / Gen Alpha audiences
Potential sessions:
The New Rules of Fandom
Fans Are Participants, Not Audiences
What Makes Someone Belong?
The Athlete as Media Company
From 90 Minutes to 365 Days
The Future Stadium Experience
Sport, Gaming and the Next Generation
What Will a Fan Experience Look Like in 2035?
The objective is to make this room itself an experiment in fan participation.