The purpose of this research is to present revitalization measures by observing the possibility that VR sports have produced in-house and the role of martial arts sports. In this process, policy practice cases related to virtual reality sports and martial arts sports were explored, limitations were found, and policy directions were derived for the revitalization of martial arts sports as virtual reality sports. First, the education and training programs at each sports site are established using virtual reality martial arts sports game contents at the martial arts association level. It should be started not only by technology and content, but also by establishing reliable education and training programs and management methods. Secondly, support for the development of virtual reality martial arts sports content suitable for the types of elite sports, life sports, and school sports is another way. In order to present a new training paradigm, it is necessary to develop VR contents with in-house expertise in martial arts and sports in order to provide opportunities for young and old alike to participate, from beginners to experienced people, and for the effect of personality education that is naturally developed in the process of physical activities. Third, it is necessary to create instructor training guidelines that can utilize virtual reality martial arts sports content. It demonstrates the need for integrated instructors who have the ability to understand and handle the expertise of each event and IT technology, and the production and distribution of guidelines as well as the training of online-based professionals should be considered as part of the policy support project. Sports in modern society have moved away from passive participation by means of advanced technology, and have evolved to provide the most efficient utilization value to active individuals based on interaction and autonomy from place and time. Martial arts sports should also be implemented through policy and institutional support as a fusion of technological, industrial and social and cultural trends and virtual reality that can rise together with development.