A new patent by Sony could pave the way for a whole new type of viewing experience for eSports events and streamers that can implement their crowds directly into the show. This might be coming a little late in a year where keeping eSports events entirely digital has been a necessity, but it could still have a huge effect on keeping viewers tuning in from home invested in future competitions.

The patent also appears to be another attempt by Sony to push VR forward again as the hardware developer prepares to introduce a new version of PSVR through the PS5. Although, it does look like this new feature will also be available for players using a regular screen and controller as well, with the best experience coming through VR.

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According to the patent, Sony is looking to give fans a way to place a simulation of themselves into a virtual space in order to not only watch an event but to also create a virtual audience. This could work in combination with a recent Sony patent that allows players to choose from multiple viewpoints when watching an online event, essentially putting the power of the broadcast room at their fingertips. The change this new concept brings is letting players have their individual experience be added to a broadcast that could make the viewer feel like they are present in the live audience.

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Along with the ability to move around, or sometimes be automatically guided to the most interesting aspects of an event, there are also a few buffers to either report or keep away from other disruptive fans. If another viewer is especially distracting, it looks like Sony will let others pay to have someone moved away from their section of the audience. This same feature can also be used to move the viewer around, to either get the best view or to avoid toxic behavior, even when viewing live eSports events that aren't built around the same type of online experience utilized in the last year.

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The major idea behind the patent seems to be grouping up members of an audience together in different demographics based on whatever factors might apply to the event in question. This type of digital audience might even have further uses for everything from professional sports to a more general streaming experience. With all of the moving parts coming together, however, this could make the at-home viewing experience of live events much more exciting and give the "live" experience more accessible.

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Source: WIPO