Its notable that eSports is growing like a wild fire across the world. Interesting thing to note is that it’s also helping established Sports grow.

Recently FIFA in their paper “FIFA 2.0: The Vision for the Future”, they not only have made it clear that they will carry on expanding their presence in eSports but also emphasized that they will be setting up a focused group to explore possibilities of investments in this sector.

There are more than 12 Football Clubs including Manchester United, 76ers who already have eSports team.

Get Going, Get Involved in eSports !!!!


Below is the content of that report for your ready reference (Ref Page 43 of FIFA 2.0 Vision dated 17th Oct 2016) !


While FIFA works diligently to optimise the revenues associated with its showcase competitions, the organisation will also leverage other assets to generate additional resources and diversify FIFA’s offering to fans and consumers.

FIFA has benefitted from the widespread success of the FIFA gaming licensing agreement. In addition to receiving royalties associated with the sale and promotion of the FIFA franchise, the organisation’s agreement with its technology partner allows the organisation to remain relevant in the digital conversation and in the growing gaming community.

As this relationship produces revenue to support FIFA’s development programmes and competitions, the FIFA franchise has also contributed greatly to the organisation’s ability to remain relevant and visible in between FIFA World Cups™.

In 2004, the FIFA launched the FIFA Interactive World Cup™, a competition featuring the world’s top FIFA gamers.

In 2016, more than 2.3 million gamers participated in the event, with the final 32 gamers competing in New York City for USD 25,000 in cash and a trip to a top football sporting awards ceremony.

As the scale of the FIFA Interactive World Cup™ has grown, so too has the wider eSports industry. During the past decade, the world of gaming has experienced fantastic growth in both viewership and attendance.

In 2014, an average match in the League of Legends World Championship attracted more  viewers than the average viewership of an NBA Finals game; the following year, an average of 36 million fans watched the League of Legends matches.

By 2018, worldwide eSports video consumption is expected to reach 6.6 billion hours – a marked increase from 1 billion hours only six years ago.

Growth in video game consumption has been matched by increased attendance of live gaming competitions, with the 2014 League of Legends World Championship drawing  40,000 people – more than the typical English Premiere League match – at the Seoul World Cup Stadium in Korea Republic.

As the world of gaming expands, FIFA has a tremendous opportunity to mimic the production of global events on the pitch with enhanced production of virtual FIFA competitions. To investigate the benefits and feasibility of expanding FIFA’s engagement in eSports, FIFA will commission a working group to consider its forward-looking strategy.

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