POLAND Law and Practice Contributed by: Łukasz Klimczyk, Maciej Skrzypek, Beata Danel-Skrzypek and Piotr Klepuszewski, SLK Partners
market participants, particularly in projects operating near the boundaries of financial or investment activity. Polish sports organisations are beginning to use NFTs to engage fans and create digital collectibles. Exam - ples include the Polish Volleyball League, offering season-themed NFTs with VIP perks, and the Poland Business Run, issuing NFT medals as digital certifi - cates. In 2026, the Polish Olympic Committee in co-oper - ation with zondacrypto, implemented an innovative athlete reward programme based partly on blockchain technology. Under this model, Polish Olympic medal - lists receive financial bonuses consisting of both tra - ditional cash payments and digital TMPL tokens. The initiative represents one of the first examples globally of integrating tokenised assets into elite sports fund - ing structures, extending financial support not only to medallists but also to athletes placing between fourth and eighth. 10.2 AI The most important legal framework governing AI in Poland today is the EU Artificial Intelligence Act (the “AI Act”). Poland is currently preparing its national AI legislation to support enforcement and oversight of AI systems under the EU framework, including plans for dedicated regulatory bodies and sandbox environ - ments for innovation. The lack of national regulations may cause some uncertainty as to the possibility/ legality of using AI in particular situations. Organisations in Poland must already comply with the EU AI Act and other applicable EU rules such as the GDPR that continue to govern personal data process - ing in AI systems. Polish sports organisations are increasingly adopting AI to enhance player performance, tactical analysis and fan engagement. Clubs like GKS Tychy use AI for performance optimisation, while the Polish Handball Superliga and Polish Handball Federation employ AI- powered video and tactical analysis to support coach - ing and scouting. Start-ups such as ReSpo.Vision provide advanced 3D tracking and data insights, and broadcasters like TVP Sport leverage AI to automati - cally generate real time highlights.
These initiatives show that AI in Poland is being applied across performance, analytics and the fan experience, laying the foundation for innovation and data driven decision-making in sport. 10.3 The Metaverse In Poland, the metaverse is still at an early stage of its development/market penetration, but there are concrete pilots and initiatives exploring its use. Pol - ish sport tech initiatives like Zetly or Mazer, working with technology partners, plan to integrate metaverse elements with club NFT marketplaces, gamification, and community experiences – allowing fans to collect digital assets, participate in virtual events and interact with digital spaces tied to real clubs. A good example of local metaverse use in the sports industry is the idea of the “SPORT Metaverse”. The SPORT Metaverse is a pilot programme aimed at building virtual 3D stadium environments and fan spaces that combine NFTs with digital experiences, allowing clubs to monetise digital engagement and offer new ways for fans to interact with teams. These examples show that metaverse use in Poland is mostly experimental and strategic, not yet widespread but growing across sectors. In Poland, there is no dedicated legal framework spe - cifically for the metaverse. Instead, traditional laws – including intellectual property, civil and commercial law, and EU level data protection rules such as the GDPR – apply to virtual worlds and related activities.
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