affordable access

immersive experience

competitive events

transferrable skills

 

Mental toughness

open to all

FROM CLASSROOM TO VIRTUAL COURT

In partnership with Ntesports, Skill Serve Experience is dedicated to bridging education, employability in the esports industry. We focus on skill development and providing valuable support to graduates, offering hands-on experience in esports events and broadcasting. Our mission is to equip talent with the expertise and opportunities needed to thrive in the evolving job market.
Working with the 
Tennis Esports Partnerships Director for Education and Events we aim to empower stem learning opportunities in school, colleges, universities and relevant centres near you and give your learners the opportunity to compete in global competition.

Why Choose Tennis Esports for Your School, College or University? 

Tennis Esports is not just a sports program; it’s an educational tool that integrates physical education with technology and life skills.
By adopting Tennis Esports, you can offer students a unique learning experience that promotes physical health, technological proficiency, and essential soft skills, all within an engaging and modern platform.  
Do you want a wider range of students playing sport? 
No room for Tennis courts? No problem as we bring the tennis court to you!
 
Bad weather? Snow, rain, or too much shine you can always learn to play VR Tennis Esports following Tennis Esports coaching sessions indoors. 
Can’t play competitions against local schools? We bring the competitions to you to play against local schools, national schools and even international schools. 
Need a fun innovative way to get VR technology into your school? Partner with Tennis Esports as we are here in the UK to support you. 

TechZone - Technical Description & Features

Developed in close collaboration with TU Wien and esteemed tennis coaches, TechZone complements traditional coaching by providing an innovative virtual training tool to enhance players’ forehand topspin. It features fully automated swing analysis and multimodal feedback after each shot, enabling self-training at home and helping players avoid bad habits by monitoring and guiding their training. By integrating this virtual training into their regular practice routines, players can reinforce the techniques taught by their coaches while enjoying the convenience of training from home.

 

1. Motion Capturing & Phase Detection
TechZone tracks the user’s motion via the sensor data of the Meta Quest. While a user hits a ball, the movement is broken down into the five main motion phases of a forehand via our phase detection algorithm (ready position, backswing, forward swing, contact
point, and follow through). This detection helps us to provide more detailed feedback to the user and is necessary for our rule-based motion analysis.

 

2. Rule-based Motion Analysis
TechZone analyzes each detected motion phase against a set of predefined coaching rules through our collaboration with domain experts. We have over 12 main rules with multiple sub-rules, 51 coaching rules in total, for which a user’s movement is evaluated.

 

3. Performance Metric
Based on the analysis of these coaching rules, a performance score is evaluated, and feedback is generated. The overall performance score rates the technique and result of the entire swing with a value between 0% and 100%. For more detailed information, each individual phase of the movement is also scored, making it easier for the user to see in which phase of the swing there are still weaknesses to work on.
4. Step-by-step Guidance
After each shot, the system selects one coaching rule to provide multimodal feedback on. This recommendation should guide the user step-by-step through the training process, helps recognise mistakes, and positively reinforce improvements. The decision
for which coaching rule feedback is provided is based mainly on three things:
a) Has the user improved based on the previous feedback?
b) Which coaching rule is rated worst?
c) Are there any relevant follow-up errors? (some errors lead to others, e.g., if a user misses the ball, it might be due to                       lousy ball focus or timing)
5. Multimodal Feedback
Apart from the performance metric, the system also provides auditory and textual feedback (tips, instructions, praise, …) on the selected coaching rule. The user can also relive and analyze their own movement by watching a replay after they finish a forehand
stroke. This replay is interactive and lets users analyze each motion phase. Small visual cues in form of color coding in the replay and UI highlight errors in the motion.

 

6. Interactive UI
An interactive UI panel gives the user a more in-depth swing analysis. Here, the performance metric and description of all motion phases & coaching rules can be viewed
 

'EDUCATIONAL PACKAGE'

Ideal for teaching students and staff how to improve their tennis skills within VR and compete in VR Esports tennis tournaments.

£ 6,000
Per year
  • One year contract
  • Make a £1,000 saving by signing up to a two year contract!

  • Customer support via email and phone call
  • Get reliable support when you need it, our team is available via email and phone to assist with setup, troubleshooting, and training questions.

  • Weekly Individual tournaments
  • Test your skills against others with weekly tournament for individual players

  • Year-Round School Team Competitions
  • Pitch your skills against other schools in inter-school tournaments.

  • Global Competitions
  • Pit your wits against players around the world.

  • Spectate Live Matches
  • Enhance your training skills by watching how others play the game!

  • Performance Analysis
  • Analyse and replay your last match to help you improve

  • Access to TechZone
  • You can train hard in the TechZone to boost your real tennis skills.

  • Exclusive access to the Tennis Esports Tour
  • Train to win and compete in the Tennis Esports Tour

  • Trophies and Rewards
  • The harder you work, the more trophies and rewards you will earn as you progress.

NEW

VR Tennis - FAQ's

What age group is VR Tennis suitable for?

VR Tennis is generally suitable for students aged 11 and up. The platform offers scalable difficulty levels and lesson content that can be tailored to suit Key Stage 3 through to post-16 learners. Adjustments can be made for both beginners and more advanced players.

Do we need a large space to use VR Tennis?

Not at all. VR Tennis can be played in a space as small as 2m x 2m. A standard classroom with cleared desks, a sports hall, or even a studio space can work perfectly. Safety guidance is included to help set up the environment effectively.

What equipment is needed to get started?

You'll need Meta Quest headsets (or compatible VR hardware), internet access, and a safe play area. We provide support with setup, onboarding, and technical troubleshooting, and some packages include hardware or recommend affordable bundles.

Is it safe for students to use VR headsets for extended periods?

Yes, when used responsibly. Our program is designed with educational health and safety in mind, following best practices such as taking regular breaks, using age-appropriate content, and supervising student usage. We also provide risk assessments and safeguarding guidelines.

How does VR Tennis support the PE or sports curriculum?

VR Tennis enhances physical education by developing hand-eye coordination, footwork, strategy, and engagement through gamified learning. It complements traditional PE by offering inclusive access to skill-based learning, even for students who may be less confident in conventional sports.

Can students with physical disabilities take part?

Yes. VR Tennis includes adaptive settings and accessibility options that allow many students with different physical abilities to engage with the game. We work with schools to make sure experiences are inclusive and meaningful.

Is any staff training provided?

Absolutely. We provide full onboarding for staff, including training sessions on the technology, classroom management, and lesson delivery. Ongoing support is available via phone, email, and online resources.

Can we run competitions internally and externally?

Yes! Schools can host internal tournaments and also take part in regional, national, and international VTEC competitions. We provide the structure, rulesets, and even promotional support for your events.

How is student progress tracked or assessed?

The platform tracks student progress through skill levels, in-game performance metrics, and completed modules. Teachers receive access to dashboards or reports to monitor development and provide feedback.

What are the costs involved?

Pricing varies depending on the package chosen, the number of headsets, and level of support required. We offer a range of packages as detailed on this web page - plus discounts for multi-year signups.

Can we integrate VR Tennis into enrichment or after-school clubs?

Yes! Many schools successfully use VR Tennis for lunchtime or after-school clubs. It works well as an engaging enrichment tool that supports both active learning and digital skill development.

What happens if the equipment stops working?

We provide full technical support and can assist with warranty claims, troubleshooting, or repairs. Depending on your package, some plans may include hardware replacements or loan units.

London Road, Waterlooville, Hampshire, PO8 0QJ