
How does sponsorship become an experience?
The backed athlete or club on the fan’s phone, in their hands, in their goal — as a game.
ARworks · Sport portfolio
VR, AR and mobile AI for sponsors, clubs and federations — so that sponsorship becomes an experience and fans become participants. Since 2012.
Pick a lane and start — the result is an illustration.
01 — Who it is for
For the sponsor, the club, the athlete — we have built answers to these since 2012.

The backed athlete or club on the fan’s phone, in their hands, in their goal — as a game.

The stadium and the pitch are the set; the fan steps into the scene — in AR, in VR, on a tablet.

Real players’ movement becomes an avatar; results become careers, rankings and a capability profile.
02 — References
Click a card: details, video, ARworks’ role.
Brand names refer to completed projects, not to a current contract.



In use
The real application’s screens — with the hand movements.
AR · mobile · VR
The sponsorship becomes an experience, a game and data.
Telekom Olimpia · 2012
Reference
The backed top athletes around the T-points
The top athletes backed by Magyar Telekom could be collected in AR around the T-points.
Champions’ Cup · 2012
Reference
A football Euro promotion: the visitor is the star of the stadium
The visitor held a cube, and wherever it was turned, the championship cup appeared in its place.
Ursus Rally Driver · 2012
Reference
The sponsored driver’s car on the camera
The fan could sit in the sponsored rally driver’s car — on the camera — and share the photo immediately.
Tesco — water sports · 2017
Reference
Water polo from below in VR, an AR winning flyer
Underwater 360-degree water polo footage in VR and an AR prize game for a 15-venue in-store promotion.
AR · VR · tablet
The fan gets closer to the pitch — in the stadium and at the stand.
Fradi · Title-celebration AR · 2024
Reference
The club’s emblem on the pitch, on the fans’ phones
The Fradi eagle flew around the pitch and returned with the Championship Trophy — on the fans’ phones, in the club’s official app.
Save the Pros · 2019
Reference
The fan stands in the goal of their favourite team
What is it like to stand in your favourite team’s goal while your favourite players shoot? Fans could try it in a VR headset.
Swim race on 4 tablets · 2016
Reference
Four players, one projected pool, off on the whistle
Four tablets and a projected pool: the players pick famous swimmers and race at the whistle.
Olympic AR Navigator · 2012
Demo
Which way and how far is the Olympics?
GPS-based AR: which way and how many kilometres away are the Olympic cities, halls and venues.
VR · motion · web
Movement becomes an avatar, results become data and a story.
Sports simulator VR · 2023
Reference
Motion digitisation, hand tracking, no controllers
The guests of a handball museum could defend seven-metre throws in VR as a goalkeeper — with bare hands.
Databike
Reference
Every start, every result, on one platform
A web platform that collects, verifies and connects the results, riders and clubs of Hungarian competitive sport.
Digital Wanderer · 2020
Reference
Badges, playful tasks, an offline hike
Educational trails digitally: a map, station tasks, AR models, and badges for completed hikes.
Our own platforms
What does not have to be built from zero: faster to adapt to a club’s, federation’s or sponsor’s task.
Reaction, anticipation, balance, attention, rhythm
Our own WebXR-based measurement-system demonstrator for athletes: one engine, a dozen measurement tasks, with an athlete ID.
A demonstrator — not a validated measurement tool.
TouchAI
Own product
Information, route, sponsor offer
A touchscreen-optimised AI assistant — from the club’s, federation’s or stadium’s own materials.
03 — Toolkit
Four hands-on tools: start lights, shirt, pitch, podium. Next to each it says what it is for.
Illustrative concept demos with fictional data — not measurement tools.
Start it: five lights come on, then go out — touch then.
Latest attempts
The lights go out after a random time; touching early is a false start.
Active AR surfaces: 2
Drag the time slider: any moment of the match can be viewed.
LIVETotal votes: 710
Leading: bib 12 · Vote for a bib number — the podium rearranges at once. (In the demo one click counts as 8 votes; the rest are simulated.)
04 — Surfaces
The same game and the same athlete content on a VR headset, mobile, tablet, in AR, on the web and at the stadium kiosk.
Shared sponsor story
athlete · club · team · scenes · games · data · measurement
The athlete’s and the sponsor’s message is built on one base; in VR presence matters, on mobile speed, at the stand the game.
Participants, play time, shares, voucher redemption — tailored to the campaign’s goal.
We agree the use of the name, likeness and club emblem with the rights holder; minors’ data is handled separately.
05 — AI
The conversational layer answers from the club’s or federation’s own material — and can show a sponsor offer.
TouchAI takes questions in natural language on a touchscreen kiosk or on mobile, works from documents supplied by the club, and can show text, images or video.
The AI avatar of VRAI Knowledge Space lectures, answers questions and builds practice tasks from the given material. Tailored to sport it could be a coaching, refereeing or fan guide — a development direction.
The AI explains tracked or video-derived data in plain language: what happened in the match and what interests the fan. It cannot start without a data source and consent — a development direction.
The answer comes from the federation’s own documents, with the source and the document version. A results platform like Databike can thus also be searched by conversation.
For marketing, communication or club staff: which AI method works efficiently and safely in their own task.
Well-defined campaign applications and prototypes in a short time; before development we clarify what data it handles and what environment it can run in.
Route · rules · schedule · offer — from the club’s own data
The language model interprets; content and action come from the club’s system.
The sport-specific AI functions are development directions: in a specific club system or sponsor campaign they are not references.
06 — Activation
Sponsorship becomes an experience in four steps — and data for the next decision.
Telekom Olimpia · 2012
Reference
The backed top athletes around the T-points
The top athletes backed by Magyar Telekom could be collected in AR around the T-points.
Champions’ Cup · 2012
Reference
A football Euro promotion: the visitor is the star of the stadium
The visitor held a cube, and wherever it was turned, the championship cup appeared in its place.
Ursus Rally Driver · 2012
Reference
The sponsored driver’s car on the camera
The fan could sit in the sponsored rally driver’s car — on the camera — and share the photo immediately.
Every case is individual: the sponsor contract, the name-and-likeness rights and the venue’s rules decide what can be done.
We use an athlete’s name or likeness and a club’s or federation’s emblem only with the rights holder’s consent; minors’ data is handled separately.
07 — Split times
From the first sport AR to AR in the stadium — on one staircase, every milestone a step.
08 — Packages
Eight packages — backed by delivered work. Click a tile.
What should the fan do, and where: stadium, stand, store or home.
The game, the scene and the indicators to measure; an early prototype for the client.
AR, VR, mobile or tablet — a trial with the target audience, on the event’s devices.
Installation, devices, staff; hostess and a tour where needed.
Participants, shares, vouchers; the scene can be extended for the next season.
Measurement is tied to the campaign’s goal, with aggregated data; personal data only with consent.
09 — Next step
We would gladly show you in person the solutions that are most relevant to your sponsorship, club or federation.
We briefly present the technology and development options.
You can try a few VR, AR and mobile applications.
Together we identify 2–3 areas where a pilot project or an adaptation makes sense.
Budaházy Szabolcs
Managing Director, ARworks Kft.
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