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Part Two : What can Grassroots Football Learn from the success of Video Games ?

In our previous blog on this question we invited readers to complete our survey as to why they believed Video Games were so popular and also what lessons can be learned for Grassroots Football. We had a great response with over a hundred responses and we share those responses below in this blog AND examine how Associations, Leagues and Clubs can maximise participation AND obtain sponsorship revenue


The Top 10 Reasons given by our readers as to why Video Games are so popular were as follows :

  1. Video Games are FUN

  2. Autonomy- No Parental or Coach Influence

  3. Easy Access to get started

  4. Can Choose what Game to Play and Customise it

  5. Engage Socially online

  6. Flexible - play when I want to

  7. Progressive Challenges

  8. Guaranteed Playing Time

  9. Opportunity for Self Learning & Solve Problems

  10. Escapist but Safe

How do E- Game Providers do it - what can Grassroots Football Learn ?


We decided to use the replies from the survey respondents and our own research with the UEFA Grassroots Framework as a means to highlight potential lessons. To recap the Framework is below - Players, Environment, Game, Workforce as shown below


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How do E- Game Providers do it - what can Grassroots Football Learn ?

From the outset Video Games are relentlessly focussed on ONE Overall MISSION - that of maintaining player retention. Video Game providers achieve this by focussing on the following objectives :

PLAYERS: Objective # 1 CAPTURE PLAYER DATA

From the outset Video Games are relentlessly focussed on ONE Overall Objective - that of maintaining player retention. Video Game providers do this with regard to the player are as follows :

  • PROFILE : Who are your players ? Find out as much as possible about the player -age/gender/interests / hobbies/ favourite pastimes etc.

  • DATA: How often do they play ? Track their participation - which games do they start with , which are the most popular games for them , for how often, when do they drop out? do they drop back in ?

  • USER EXPERIENCE FEEDBACK from the player - USER REVIEWS:What do the like about each game ? Why do they quit ?


ENVIRONMENT :Objective # 2 CONSTANT ENGAGEMENT

  • REGISTRATION : the aim is principally to collect data not data to control a competition

- Self Registration : Registration bar is low ,it’s Easy to Register

- Registration not based on Chronological, Date of Birth ( no RAE !)

- Multi Ages and Gender- promotes Social Interaction, developing a Community of players ( NB needs to be safety checks )

- Competition Registration not necessary

- Try for Free

  • CONSTANT ENGAGEMENT- messages, prompts, leaderboards, upgrades, offers etc. etc.

  • RECOGNITION :Immediate Feedback : Simple Recognition and Enrolment Rewards

  • TECHNOLOGY: Registration syncs with Smartphone , Digital Personal Assistants ( e.g. Alexa and Siri )

  • PROMOTION : Use ‘ Influencers’, Tik Tok and Short Form Video

GAME : Objective # 3 "PLAY "

  • FIRST STEP : is ‘ Play ‘ not formal competitions

  • FORMAT :

- Players choose which game to play

- Players choose rules - e.g. numbers, time, space or use prompts like ‘Match Day Cards’ ( Players like Story-driven gameplay) - Players can alter rules e.g. ‘ special powers’ , bonuses etc

- Guaranteed Playing time

- In-game rewards and achievements

- Regular updates and expansions

- Individual Rankings, Leaderboard


WORKFORCE: Objective # 4 RECOGNITION AND REWARD

No overall specific coach but support provided in a variety of ways:

  • COMMUNITY : Help , Chat Function

  • FEEDBACK to the player : Constant - built in to all games

  • PROGRESSION : Challenges built into each game, Levels to strive for, Individual Rankings, Leaderboard

  • REWARDS: Digital Badges, NFT Tokens, Play to Earn programmes etc.


What is a Proposed Strategy for National Associations, Regional Associations, Leagues and Clubs to learn from these lessons and maximise the opportunities?

1. KNOW MORE ABOUT PLAYERS AND COACHES -CAPTURE & ANALYSE DATA

  • Which E- Games do Grassroots Players and Coaches play ?

  • Use of which social media ?

  • To Which E- Games do Grassroots Players and Coaches subscribe?

  • Track Players and Coaches

2. MAKE REGISTRATION EASIER AND ‘BUNDLE IN’ MORE BENEFITS VIA AN APP

  • Informal Play , Competition Play , Players Club, Coaches Club , Match Tickets, Merchandise + Video Game subscription ???

3. THE GAMING MARKET NEED TO CREATE ‘SUBSCRIBERS’ NOT JUST CASUAL PLAYERS. MULTI PLAYER PLATFORMS NEED MULTI PLAYERS ! THE GAMING PROVIDERS NEED YOUR GRASSROOTS PLAYERS SO NEGOTIATE WITH THEM TO PROVIDE A PACKAGE TO INCLUDE :

  • Easy Access to Informal Grassroots Football e.g. Come and Try sessions, Festivals, Holiday Courses

  • Pathway to Competitive Grassroots Football

  • Match Tickets

  • Merchandise

Please share below any comments and ideas

 
 
 

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The AI Football Coach Educator Pathway

A structured route for Coach Educators and Coach Developers  in Clubs and Associations  to create their own AI Personal Assistants — maximising personalised learning for coaches.

Why this matters

Coach educators Coach Developers  in Clubs and Associations face a unique challenge: supporting large numbers of coaches with limited time, resources, and capacity. Many want to offer personalised development but are constrained by admin, scheduling, and the scale of their work.

The AI Football Coach Educator Pathway provides a practical, hands-on journey that enables coach educators to design, build, and apply their own AI assistants. These assistants are not generic tools — they are personalised, context-specific, and directly aligned to the needs of their coaches. They are 'Conversational Assistants'  bespoke created specifically improve Knowledge but also improve Understanding and actually enhance practical coaching skills like communication , reflection and analysis 

By the end of the Pathway, participants will be able to:

  • Create and operate their own Chatbot based on their chosen content

  • Develop individualised learning programmes for their coaches

  • Provide round-the-clock support, resources, and feedback

  • Use AI to extend their impact far beyond what’s possible with traditional methods

Development of an AI Assistant to help coaches is more- much more - than the provision of an app with a range of games and practices. It provides the coach with their own Personal Assistant with whom they can engage in personal conversations which allows the AI Assistant to develop a profile of the coach's strengths and weaknesses. The coach can ask questions of the Assistant which they may be reluctant or embarrassed to ask their Coach Educator or Coach Developer. 

Common reservations — and how the Pathway addresses them

We understand that coach educators may feel cautious about using AI tools. The Pathway tackles these concerns directly:

  • Reliability of responses: Participants learn how to train, test, and refine their AI assistants to ensure accuracy and dependability.

  • Hallucinations (AI “making things up”): The Pathway teaches prompt design, precision instructions, and critical evaluation to ensure trustworthy and context-appropriate outputs.

  • Loss of control: AI enhances — not replaces — your expertise. You’ll learn how to use it as an extension of your professional judgement, helping you deliver more personalised support with full oversight.

By confronting these concerns openly, the Pathway helps coach educators integrate AI with confidence and clarity.

The impact on coach educators’ work

We have recently  completed a Pilot Pathway which included the following coach educators:

  • Derek Broadley – Technical Director, Charleston Soccer Club (USA); former Technical Director, Bermuda FA; Academy Director, Crystal Palace FC:

“ I was not really aware of AI and how it could be used prior to the course. That being said, I got inspired very quickly and once I got a bot up and running it got infectious. I loved testing it with the information I was training it with.  My goal is to have our BOTs fully functional for the 26/27 season for our club. Working with the other students is definitely a plus and seeing what they do via the communication process you set up was informative and did save me time”

Derek has created the AI Assistants ( bots) for the full range of coaches and parents at his club , mainly to provide simple knowledge exchange and to free his time up to deal with individually with coaches 

​ “The course was an eye opening experience into the world of AI and pairing this with coach development and education. Robin sets up an informative and engaging course and I would fully recommend it for those working with coaches across all age groups and levels.The most valuable part was the step by step guide provided for the candidates to follow to explore ChatGPT, create the bot and the ongoing process of feeding the bot and testing it to continue to refine it. The outcome has been excellent and with my job change I'll be exploring adding this concept to the coaches with my new club"

Chris developed the AI Assistant at his club principally to provide quick simple information for the large number of volunteer coaches at his previous Community Club 

​     

"I valued the exposure to the use of AI as a development tool and the option of additional support (calls/emails) as required " 

As an example of the use of AI in critical thinking .......The Arsenal Youth Academy has a philosophy of developing young players who take responsibility for their own learning and thus similarly want to support the development of coaches who take ownership  for their own development.Matthew's initial work with AI has therefore been on improving the critical thinking and reflection skills of the coaches for which he is responsible 

  • Ray Atteveld – Former English Premier League and Eredivisie player; experienced coach in the Netherlands, Ukraine, and Israel; currently completing his role as Technical Director of the FA of Kazakhstan:

“The course was both interesting and challenging. I always looked forward to our meetings — your positive approach kept us motivated. You pushed us to try new things, and I’m grateful for the eye-opening insights you provided.”

  • Professor Masao Nakayama:   Professor, Faculty of Health and Sport Sciences, University of Tsukuba, Tsukuba, Japan  and  also a National Coach at the JFA National Training Centre  

 

" I would like to tell anyone who seems interested about the new course that it  was important to experience the process of creating my own bot through these sessions.I learned the basics of creating my own bot during this session and new functions were introduced , which allowed me to try new things.I really do believe that AI has the potential to help football coaches and those who teach them." 

Other examples of AI Personal Assistants we have developed include :

      with UEFA and FIFA disability football expert Jeff Davis )

      Willi Hink,the former Director of Amateur Football for the German FA ( DFB)

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The value of the Pathway

  • Personalised learning at scale – Coach educators can design bespoke learning journeys for each coach. This can mean increased access for those with limited time or money to attend courses or deeper ongoing assistance with coaches already committed to coaching

  • Enhanced efficiency – By automating repetitive tasks educators free up more time to focus on high-value, human interactions with coaches.

  • Better engagement and retention – Coaches receive support that feels tailored and relevant to their own journey. This not only increases motivation but also reduces dropout rates.

  • Professional credibility – Coach educators become pioneers in integrating AI into sport, equipping themselves with future-proof skills that are increasingly in demand worldwide.

Why a “Pathway” — not a “Course”?

Unlike typical short courses, this is a guided, vocational experience combining:

  • Structured learning and feedback

  • Self Paced Progression 

  • Collaborative, shared practice with other coach educators developing their AI Personal Assistants 

  • Ongoing community support

  • Real-world application in live coach education contexts

The focus is on applied learning, professional growth, and tangible results.

Who is it for?

The Pathway is designed for football leaders who want to enhance coach education and development within their clubs, academies, or national associations — including those who aim to:

  • Create tailored learning programmes for individual coaches

  • Support remote learners with limited access to in-person courses

  • Provide CPD and continuing education opportunities

The November 2025 Cohort is limited to the first 12 participants to enrol .

Outcomes

By completing the Pathway, participants will:

  • Identify Needs: Analyse specific coaching needs that AI can address

  • Build Tools: Create customised AI assistants for their own organisations

  • Test & Evaluate: Ensure tools are safe, reliable, and trusted

  • Apply Methodology: Use AI to improve knowledge, deepen understanding, and enhance communication, planning, and evaluation skills

  • Develop Prompts: Build a tailored “Prompt Pack” for your coaching context

  • Produce Resources: Generate customised digital content (presentations, e-books, guides)

  • Create AI Agents: Monitor and optimise your bots

  • Leverage Media: Integrate data, voice, and gamification to engage coaches

  • Extend Use: Apply AI tools for players (13+) and parents

  • Strategise: Develop a plan to embed AI in your education programmes

  • Monetise: Turn your AI creations into professional assets

  • Guide Others: Produce a personal guide to help others develop their own assistants

Delivery Format

The Pathway combines live workshops, guided practice, and ongoing community support over six months (approx. two hours per week):

  • Pre-Course Induction: “The AI Coach Educator’s Starter Kit”

  • Workshops: A Minimum of 6× 60-minute live sessions via Zoom (recorded for replay)

    • Cohort 1- First session: Friday, November 7th, 4pm UK time

    • Cohort 1- Second session: Friday, November 14th, 4pm UK time

  • Study Guides: 10 resources covering key AI skills for coach educators

  • Check-ins: 3 one-to-one consultations

  • Tools: Primarily ChatGPT and Google NotebookLM — these are the most used public facing AI tools but  the principles outlined in the Pathway will apply across all major AI platforms. In using Chat GPT it will be necessary to have a Cha tGPT Plus account for the duration of the Pathway  (£19/month) This would also include access to  the video creator Sora 

  • Support:

    • Continuous email guidance

    • Drop-in “AI surgery” sessions

    • Reflection prompts & worksheets

    • Peer learning community

Participants will also develop a Personal Portfolio to capture their progress and guide future use of AI in coach education.

All successful participants receive a Certificate of Completion.

Why Sports Path?

With decades of experience delivering digital learning in football worldwide, Sports Path brings credibility, expertise, and proven results.

Our projects include:

  • Founding FA Learning Ltd and the first English FA online coach education courses

  • Partnering on the LMA School of Football and the UEFA Coaches Extranet 

  • Publishing Soccer Coaching and the Web (Part 1 and Part 2

The AI Football Coach Educator Pathway builds on this foundation — combining innovation with experience.

We will be showcasing the use of Google Notebook LM as part of the Pathway and we have created a Google Notebook LM here regarding the Pathway 

Enrolment and Cost

Cohort 1 start: November 2025
Limited to 12 participants

Programme cost:

  • £299 (GBP)

  • $399 (USD)

  • €340 (EUR)

(20% early enrolment discount applies before October 31st — regular price $499 USD)

To enrol, follow the link HERE  for the secure WIX Payment System ( All Credit, Debit Cards and PayPal accepted ) 

For any questions, please contact:
📧 Robin Russell (Programme Director)

& George Hockey (Programme Coordinator)
📩 sportspathteam@gmail.com

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