top of page
  • Linkedin
  • Twitter

Why are Video Games so popular? What can Grassroots Football Learn from the success of Video Games ?

PART ONE

In this blog we will examine:

  • The Size of the Video Games Market

  • Why are Video Games so popular ?

PART TWO

We are involved in a simple TWO Question , 5 MINUTE survey of Grassroots Football Coaches, Administrators and Volunteers to discover:

  • What can Grassroots Football Learn from the success of Video Games ?

  • What SIMPLE , PRACTICAL lessons can Coaches, Coach Educators, Clubs, Leagues, Schools and Associations learn from the success of Video Games to transfer to maximising participation in practical grassroots football

Please take the opportunity to complete our 5 MINUTE question survey here.We will publish a FREE report of these findings and to obtain an early copy of the survey please complete the 5 minute survey here


IN ADDITION TO THE EARLY ACCESS OF THE FREE REPORT FOR ALL RESPONDENTS , WE WILL PROVIDE A $10 DOLLAR ( US ) AMAZON GIFT VOUCHER FOR THE FIRST 20 TO COMPLETE THE SURVEY

($10 calculated as £8 or €9 )

Survey closes on Friday May 12th


DEFINITIONS

NB as clarified here : ' Esports and gaming might sound like they're the same thing, but they aren't. Gaming is the umbrella term for playing any video game on any platform or by any means.Esports is gaming but on a competitive level'


The Market for Video Games and ESports is enormous as is the commercial value.


Video Game - aka 'Gaming '

  • In 2023 there are approximately 3.09 billion active video gamers worldwide. That figure has risen by over 1 billion in just seven years (that's a 32% increase). And the number of gamers is expected to hit 3.32 billion by 2024

  • In 2023 over a third of the world's population played a video game and this is expected to hit 40 % by 2027

ree

  • This study showed that the average gamer plays each week for 8 hours and 27 minutes

  • Per session : This study reveals that on average, most gamers appear to spend around 2-4 hours on gaming sessions.

  • The marketing research firm EEDAR the reported that the average player retention rate for free-to-play games on mobile platforms is around 30% after one day, 20% after seven days, and 10% after 30 days. However, for premium games, which require an upfront payment to play, retention rates tend to be much higher, with some games boasting retention rates of 90% or higher.

  • Revenue in the Video Games market is projected to reach US$384.90bn in 2023, with an annual growth rate of 7.89%, resulting in a projected market volume of US$521.60bn by 2027

  • It is reported that in 2020 FIFA made more from gaming than real life football !

ESports - competitive gamers in leagues etc.

WHY SO POPULAR ?


We asked this question of the the Artificial Intelligence Chatbot ChatGpt - Why are Video Games so popular?- and the answer we got was as follows :


" Video Games have become increasingly popular over the years for several reasons. Here are some of the key factors that have contributed to their popularity:

  1. Accessibility: With the availability of video games on a wide range of devices, including smartphones, tablets, consoles, and computers, video games have become more accessible to a larger audience.

  2. Convenience: Video -games are easily accessible through various devices such as smartphones, tablets, and laptops. This allows people to play games whenever and wherever they want.

  3. Social Interaction: Video games can be played with friends and family, both in-person and online, providing a way for players to socialize and connect with others who share their interests..

  4. Variety: Video games offer a wide range of genres, from action-packed shooters to more casual puzzle games. This variety caters to different interests and skill levels, making e-games appealing to a broad audience.

  5. Skill-building: Many Video games require strategy, quick reflexes, and critical thinking skills, providing an opportunity for players to improve these abilities while having fun.

  6. Challenge: Many video games offer challenging gameplay, which can be rewarding for players who enjoy overcoming obstacles and achieving goals.

  7. Escapism: Video games provide a way for players to escape from their everyday lives and immerse themselves in virtual worlds where they can be anyone or do anything.

  8. Advancements in Technology: The advancements in technology have made video games more immersive, interactive, and visually stunning, which can make them even more appealing to players.

  9. Accessibility: With the availability of video games on a wide range of devices, including smartphones, tablets, consoles, and computers, video games have become more accessible to a larger audience.




Also as part of the popular Sports Path E-Learning Course learners were asked this question and a sample of their some responses from across the world - Europe, the USA, Africa and Australia - are shown below



Bobby Capewell, Executive Director of Ascension Flight Soccer Club (Gonzales, Louisiana).

(1) Autonomy - To bring control back to the main game player "aka" like giving control back to the young soccer player to make the decisions within the game. The e-game players gets to autonomously engage in the quest, in the risk, in the journey. Further, e-games have allowed for the gamer to pick and choose how fast or slow they experiment.

(2) Competency - With the polarizing position of most aspects of society, sport has become accustomed to the same downfall; sport is now either no expectation or 100% expectation. Competency of skills is no longer taught, it is expected.

(3) Togetherness - Making friends via e-games is much easier. They might initially only introduce or interact with the e-game version of themselves and they can then choose to expand that into a larger group which might be the only part of that individual who is confident, outgoing, adventurous, etc.

As a side argument to the problems which I think e-games are attempting to fix, I also think e-games are extremely smart, similar to social media and instant streaming services (netflix, hulu, etc), and are intentionally tapping into the chemical interactions of the brain in order to keep the individual playing and making them to want to keep coming back for more and more. Further, e-games have become the metaphorical sandbox/play-pit which the youth used to have as their social interaction education playground (Learning to share, how not to treat people, understanding social cues) and has now become the chosen frontier for pulling away from society and establishing an alter-personality - the e-game version of themself, where mistakes are not real, and nor are the lessons learnt.


  • Chris Panayiotou : Director of Coaching , Rush Youth Soccer Club, Virginia USA

Gives teens a place to escape and a chance to feel competent, They can compete at own level, Accessible and diverse variety of games


  • Adam Ritchie , Technical Director, South West Virginia Rush Youth Soccer Club, Virginia, USA

Gives teens a place to meet new/old friends without having to be in person where they can control the situation.Teens/kids learn to keep working on something until they get it right.

  • Mauricio Suarez, Sporting Director Deportivo en Sierra Sports Club,Bogota Colombia

1. Security. Parents are scared that their children play on the street. Everyday there are fewer playgrounds for kids to play. For parents living in big cities security is a concern.

2. Problem Solving - Contrary to popular belief video games help kids to reflect on problem solving, teamwork and develop the ability to make decisions. On schools and sports there are many traditional teachers and coaches, who believe that they have the truth and do not let kids think, make questions and decisions. Video Games do not have a teacher telling kids what to do and how to do thinks.

  • Steve Hamilton: Director of Coaching, FC Pirin Blagoevgrad, Bulgarian 1st Division

1. Its Convenient. Human Beings love their comfort zones. Which is easier? Switching on the Playstation and sitting in the comfort of your own home to engage in a competitive environment or changing into all my sport clothes, getting into the car, getting a parent to drive me to a destination, the time it takes to get there, competing, driving back, showering, changing and back to square one. Its Easy, Quick !!

2. Escapism. The world has many challenges, Pressure comes in many shapes, sizes and mediums, finding an escape or release from these environments is something we all strive to achieve. For Gamers, it takes two seconds to get there, thus empowering my first point.

  • Veronicah Achieng: Director of Coaching, Mathare Youth Sports Association (MYSA) , Narobi, Kenya

1. There is no too much focus on winning since e-games is about realizing one's own potential and symbolizes an individual pursuit for self development.

2. Boosts self confidence and player socialization, helps them connect with new friends.

3. Problem solving and strategy skill development, task involved and ego oriented to get better at the game by the desire to outperform others.


  • Joseph Cunnane : Academy Girls Director of Coaching at Eastern Suburbs FC, Queensland, Australia

1. Convenience - gamers don't have to travel to play. They can access this from their bed for example.

2. Easier to meet people online instead of in person. Particularly true for shy/anxious kids that struggle in regards to confidence in person.

  • Jafar Gichuki Salim: Coach , Mathare Youth Sports Association (MYSA) , Narobi, Kenya

Three problems e-games attempt to solve include creating a platform where one can explore or create almost anything in the virtual world. E-games create a source of income and a potential career. E-games provides a platform where one can relax and be creative be it in virtual reality.


  • Andrea Pintore: Youth Coach, Bath City FC, England

E-games sports are trying to solve problems such as fear/anxiety to be seen/watched by others, as well as issues such as commute/transportation, but also can support less sociable people to be more sociable through their online platforms.


DO YOU AGREE WITH THESE VIEWS ?

WHAT DO BELIEVE ARE THE KEY REASONS FOR THE SUCCESS OF VIDEO GAMES ?

PLEASE COMPLETE OUR 5 MINUTE SURVEY HERE TO LET US KNOW :

  • WHAT DO YOU BELIEVE ARE THE 5 MOST IMPORTANT REASONS FOR THE POPULARITY OF VIDEO GAMES

  • What lessons can Coaches, Coach Educators, Clubs, Leagues, Schools and Associations learn from the success of Video Games to transfer to maximising participation in practical grassroots football

PLEASE COMPLETE THE SURVEY HERE


IN ADDITION TO THE EARLY ACCESS OF THE FREE REPORT FOR ALL RESPONDENTS , WE WILL PROVIDE A $10 DOLLAR ( US ) AMAZON GIFT VOUCHER FOR THE FIRST 20 TO COMPLETE THE SURVEY

($10 calculated as £8 or €9 )

Survey closes on Friday May 12th

 
 
 

Recent Posts

See All

Comments


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)

​​​​​​​​​​​

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

​​​

bottom of page