Negroponte (1996) is right: atoms are becoming bits and this means that you don't really need the players at the end of the day; all you need is a bunch of information. Input height, weight, the alphabet soup of statistical acronyms — PPG, GAA, RBI, INT and others — left-handed or right-handed, and choreography of victory dance, just for starters. Throw in tendency data for players (which professional teams routinely collect as competitive intelligence in scouting reports) and you've got a pretty solid simulation going.
Heck, you could design the racial profile of the crowd at the stadium if you wanted to, based on civic socioeconomic and demographic data freely available to the public. Couple this simulation with advances in digital animation and you've got a pretty darn good facsimile of a professional sports league. "Characters" can be created for the ongoing drama, who rise to stardom or fail in valiant effort — sounds kind of like the WWF now, doesn't it? The best part is, you can interact with this particular drama.
You think we won't pledge allegiance to a bunch of animated characters? Ever heard of a show called The Simpsons?
The best part about virtual athletes is that they never get hurt, never ask for a raise, and are never unpredictable for the owners, which are three of the most important issues for any organization regarding its labour. In fact, the entire notion of professional sport ownership changes, as production studios would own an entire league, rather than the individual owners each having their own franchise.
The nature of the principal characters in a story has been of little significance — so long as the show is good. We'll watch Gumby, robot wars, and apes from another planet. We'll team up with Sonic, Mario and Crash on epic adventures. We buy T-shirts, soundtracks and lunchboxes in honour of these characters, just so we can identify. The entire media and entertainment industry works this way; virtual sport is the logical evolution.
What would happen in this case? League writers would scour the urban playgrounds, playing anthropologist as they look to sign the next character for the sport drama. Pick-up games will become showcases for aspiring athlete/actors. Promising talents will patent their playground moves in hopes of boosting their signing price, should they ever get noticed by the writers. Agents will require an understanding of patent law on top of fiduciary law. Local publicity via the Internet will revitalize communities.
Sound farfetched? Perhaps. But what I describe here is basically the same scenario that audiences flocked to watch in the movie The Matrix: a massively complex media simulation of human existence.
For those who have never had the pleasure of seeing a game in person at Yankee Stadium (such as myself), but only on television, we take a leap of faith every time we watch the pinstripes host an opponent: that is, this game actually exists somewhere in New York. Having been at many other professional sport stadiums and arenas myself, it is an easier leap of faith, but a leap nonetheless. For those who haven't been to a big-league game, the leap of faith is even greater.
We really have no idea, though, that when a game is on television, it is not the concoction of some studio. The only way we really know at this point is that the graphic capability of computer animation simply isn't powerful enough yet to truly replicate the human form to television or movie quality. But we're getting awfully close to that time.
References
Negroponte, N. (1996). Being digital. New York: Vintage.
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