Library  /  Episode

VR Comes to Tennis Training

April 11, 2023 YouTube source

ft. Yannick Yoshizawa, Nick Monroe

Yannick Yoshizawa (VP of Tennis at Sense Arena) and Nick Monroe (former ATP doubles top-30, coach to Jack Sock) discuss how VR-based tennis training works, what problems it solves, and where the technology is headed.

VR Comes to Tennis Training — Yannick Yoshizawa & Nick Monroe

Summary

Yannick Yoshizawa (VP of Tennis at Sense Arena) and Nick Monroe (former ATP doubles top-30, coach to Jack Sock) discuss how VR-based tennis training works, what problems it solves, and where the technology is headed. Sense Arena is a subscription software platform running on Meta Quest 2 hardware that provides drill-based VR training with a proprietary haptic racket. The company positions itself as a complement to on-court coaching — not a replacement — focused on mental reps, visualization, and brain development for players aged 10-17. This episode is directly relevant to INTENNSE given Yoshizawa’s connection to Charles Allen and the potential to integrate VR training into INTENNSE venue infrastructure.

Guest Background

Yannick Yoshizawa — VP of Tennis at Sense Arena. Former college tennis player. Based on the West Coast. Connected to INTENNSE (Charles Allen contact). Responsible for the tennis vertical of a company that originated in hockey VR training in Prague, Czech Republic.

Nick Monroe — Former ATP professional (18 years on tour), retired at 2022 US Open. Former top-30 doubles player. Currently coaching Jack Sock. Serves as advisor to Sense Arena, helping develop drills and validate the platform from a pro/coaching perspective.

Key Findings

1. How the Technology Works

  • Software platform running on Meta Quest 2 (consumer VR headset, ~$300-400 at time of episode).
  • Sense Arena provides the software (downloaded from Meta store like an app) plus a proprietary “haptic racket.”
  • The haptic racket has similar weight and balance to a real tennis racket. It vibrates on ball contact, sending a brain signal that simulates the feel of hitting.
  • The player stands in a virtual tennis court environment — sees the court, the net, balls coming at them — and executes real swing motions with the haptic racket in hand.
  • Environmental simulations include: different surfaces (clay, grass, hard), wind conditions, sun/shade, day/night lighting, crowd noise.
  • Minimum space requirement: 12x12 square feet recommended. Some drills can be done sitting in a chair (pure visual tracking). Larger spaces allow full movement drills like running forehands and return of serve.

2. What Problems It Solves

  • Mental reps without physical wear: Players can train pattern recognition, anticipation, and shot selection without body fatigue or injury risk.
  • Visualization engagement for young players: Traditional “close your eyes and visualize” fails to engage modern kids. VR provides immersive, interactive visualization that holds attention.
  • Injury recovery bridge: Injured players can maintain hand-eye coordination, visual tracking, and mental sharpness while unable to hit on court. Specific drills can be adapted around the injury.
  • Cost reduction: Supplements expensive indoor court time in cold climates. Reduces per-hour training cost for families.
  • Practice rotation efficiency: In team settings (college, academy) where players rotate on limited courts, waiting players can do VR drills instead of standing idle.
  • Weather/environment adaptation: Wind simulation, sun simulation, night play — helps players become comfortable with conditions that typically cause frustration and mental breakdowns.
  • Self-confidence building: Yoshizawa’s personal example — his backhand passing shot under pressure was a mental block, not a technique problem. Doing hundreds of reps in VR builds the belief that “I’ve done this before” when the real-match moment arrives.

3. Training Drills and Use Cases

  • Reflex volleys: Ball fired at close range, trains fast hands. Monroe’s favorite — critical for doubles.
  • Return of serve: Underworked skill in junior tennis. VR allows high-volume return practice without needing a server.
  • Rally drills (down the middle): Basic groundstroke timing and footwork in limited space.
  • Shot selection scenarios: Forehand cross-court, backhand cross-court, passing shots — with scoring (e.g., 7 out of 10).
  • Ball tracking / anticipation (visual only): Seated drills where the player just follows the ball — pure eye training.
  • Pre-practice warm-up: Monroe uses it with Jack Sock for 10-15 minutes before on-court sessions to “get the eyes moving.”
  • Gamification: Self-competition tracking (beat your score from yesterday) keeps players engaged.

4. Company Background and Business Model

  • Founded in Prague, Czech Republic (2017) by Bob Tetiva, a former basketball player who saw VR’s potential for athlete training.
  • Started in hockey (end of 2017). By 2021: 5 NHL teams, ~20 D1 college programs, ~100 pro hockey players, 3,000+ junior hockey users.
  • Tennis launched as second sport (November 2022) — technical similarity between stick/puck and racket/ball made it a natural fit.
  • Martina Navratilova involved as advisor for tennis development.
  • Six additional advisors (including Monroe) help develop drills and physics.
  • Subscription model: Starts at $19/month (annual plan). Monthly plan at $39/month. Annual pro plan includes the haptic racket; other plans require separate racket purchase.
  • B2C focus since 2020 (COVID accelerated home training demand; Meta Quest 2 made hardware accessible).
  • Continuous platform updates — Monroe noted significant improvement in just the first four months post-launch.

5. Technology Readiness and Limitations

  • As of April 2023, the platform was four months post-launch (tennis vertical) and already iterating rapidly.
  • No multiplayer/metaverse match play — deliberate product decision to position as training tool, not a game. Competition feature (compare drill scores with friends globally) was “releasing next month.”
  • Not designed to teach technique (e.g., topspin forehand mechanics). Focused on mental/cognitive training: anticipation, reaction speed, focus, confidence.
  • Requires Meta Quest 2 hardware (~$300-400 at time). Haptic racket is additional cost.
  • Space constraints limit full-movement drills in typical home settings.

6. Target Audience and Market Position

  • Primary target: juniors aged 10-17 (brain development window).
  • Secondary: college teams (practice rotation efficiency, budget-friendly supplemental training), pro players (warm-up integration).
  • Explicit positioning as complement to coaching, not replacement — coaches gain a new tool rather than losing clients.
  • College use case: athletic departments save money while players get more training volume.

INTENNSE Relevance

Direct Network Connection: Yannick Yoshizawa is a Charles Allen contact. He later appeared on ParentingAces alongside Charles Allen in the August 2024 “It’s Time for Time Tennis” episode. This is not an arm’s-length technology evaluation — it is a relationship with a known collaborator.

Venue Integration Opportunity: INTENNSE is building its own venue with integrated technology. VR training stations could be part of the player development infrastructure — particularly for:

  • Pre-match warm-up stations (Monroe’s 10-15 minute eye-activation protocol with Jack Sock is a direct model)
  • Injury rehabilitation support within the INTENNSE player development program
  • Practice rotation efficiency when court time is at a premium
  • Youth academy mental training curriculum

Player Development Philosophy Alignment: Sense Arena’s emphasis on mental training, visualization, and cognitive development (not just physical repetition) aligns with INTENNSE’s approach to holistic player development. The technology addresses the gap between knowing what to do technically and executing under match pressure.

Technology Evolution Since 2023: This episode is from April 2023. The VR hardware landscape has advanced significantly (Meta Quest 3, Apple Vision Pro). Any INTENNSE integration would need to assess the current state of Sense Arena’s platform, pricing, and enterprise/venue licensing options rather than relying on this snapshot.

Competitive Intelligence: Sense Arena’s subscription pricing ($19-39/month) and hardware requirements establish a cost baseline for VR training technology. Understanding their B2C model informs whether INTENNSE would pursue a B2B venue license, a bulk subscription arrangement, or an independent VR training solution.

← Back to the Library