Streamed Virtual Car Races

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FOX Sports to Broadcast the eNASCAR Pro Invitational iRacing Series

Esports is only growing in popularity, especially with the COVID-19 pandemic forcing individuals across the globe to stay at home. Sports programing network, FOX Sports, recently announced it will broadcast the eNASCAR Pro Invitational iRacing Series on both television and the app. Since almost all live, in-person sports have been canceled to prevent the spread of the dangerous virus, more consumers are turning to virtual sports to fill the gap.

As noted by Brad Zager, the executive producer of FOX Sports, "This rapid-fire collaboration between FOX Sports, NASCAR and iRacing obviously has resonated with race fans, gamers and television viewers across the country in a very positive way. We have learned so much in a relatively short period of time, and we are excited to expand coverage of this brand-new NASCAR esports series to an even wider audience."
Trend Themes
1. Growing Esports Popularity - The increasing popularity of esports, fueled by the COVID-19 pandemic, presents opportunities for businesses to tap into this expanding market.
2. Virtual Sports as Alternative Entertainment - With the cancellation of live sports events, virtual sports are emerging as a viable alternative for consumers, creating opportunities for innovation in this sector.
3. Expansion of Esports Broadcasting - The expansion of esports broadcasting on traditional sports networks like FOX Sports opens up new avenues for businesses to engage with audiences in this growing industry.
Industry Implications
1. Esports - Esports industry has the potential to capitalize on its growing popularity and attract a larger audience through streamed virtual car races.
2. Broadcasting - The broadcasting industry can leverage the increasing demand for virtual sports by providing innovative platforms and technologies for immersive viewing experiences.
3. Gaming - The gaming industry can explore collaborative partnerships with traditional sports networks to expand the reach of virtual sports, such as streamed virtual car races.

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