Virtual Reality (VR) and 360º video have been introduced in a novel way in recent years in the journalistic field thanks to their narrative potentialities. Their characteristics have not gone unnoticed within the field of sports reporting, which already has a high audience in any traditional or cybernetic media, giving it a greater attraction now. One of the changes introduced by these productions is their form of consumption. Within this context, this research arises, focused on immersive journalism. Under a qualitative and quantitative perspective, 225 sports productions randomly selected from the main technical platforms that provide VR and video content in 360º are analyzed. The perspective of the analysis focuses on the changes produced in the sports viewer. The main findings show that one of the innovations of this type of immersive storytelling directly affects the role of the spectator, who no longer adopts a passive attitude but becomes a protagonist of the sport. New experiences of sports consumption are beginning to be generated where the treatment of information, to a certain extent, is relegated to second place, in relation to traditional journalistic criteria. We are in front of a new sports spectator.