E-Sports
Alex Dao Joins EA to Build Out the Gaming Giant’s Ad Business
Former Snap executive Alex Dao has joined Electronic Arts in a new role that will unite the gaming brand’s creative advertising and sponsorship capabilities. He is tasked with building EA’s brand partnerships without disrupting the gaming giant’s global user experience. He is tasked with building EA’s brand partnerships that simultaneously don’t annoy the gaming giant’s […]

Former Snap executive Alex Dao has joined Electronic Arts in a new role that will unite the gaming brand’s creative advertising and sponsorship capabilities. He is tasked with building EA’s brand partnerships without disrupting the gaming giant’s global user experience.
He is tasked with building EA’s brand partnerships that simultaneously don’t annoy the gaming giant’s global user base.
Dao previously held roles in sales, account management, and business development at Yahoo, Criteo, and Amazon before arriving at Snap in 2019. While at Snap, he rose to managing director of global agencies and sales partnerships in 2023 and expanded the platform’s agency partner program earlier this year.
In a statement, Juliet Niczewicz, senior director of corporate communications at EA, said Dao “brings a wealth of experience in building and partnering with agencies and brands … With [him] joining the team, EA is driving the opportunity for brands to show up in ways that are meaningful, contextually relevant, and creatively powerful.”
Dao’s hiring is part of a broader shift in EA’s ad business. CEO Andrew Wilson announced plans to establish an ad network during last year’s earnings call. As companies seek advertising revenue, they face challenges such as a lack of standardized measurement, competition with e-commerce giants, and costly infrastructure investment.
To EA’s advantage, the company has years of first-party data from its “player graph,” an ID set aggregating play history and preferences used by developers and marketers. Still, adding ads carries risk, as gamers often view them as disruptive to the gaming experience.
Dao’s role seems to be gamer-centric when it comes to brands’ presence in games. Signaling his philosophy on authenticity and engagement, Dao offered advice to brands in a June 2024 issue of Ipsos’ What the Future. “[O]ptimizing toward happiness and not just pure growth numbers and engagement metrics and likes is the future because people care about connections and happiness,” he said.
Separately, EA recently switched up its agency roster for its own advertising spend. In March, EA selected GroupM as its media agency of record, ousting incumbent T&Pm after a six-month review as the company revamps its global media-buying strategy.
E-Sports
VTEC Launches First UK VR Esports Tennis Center at Dundee and Angus College
VTEC UK’s first Center of Excellence for VR Esports Tennis has been launched in partnership with Dundee and Angus College, according to a LinkedIn post by Stuart Kosters, VTEC UK Partnerships Director for Education and Events. The collaboration introduces VTEC’s virtual reality tennis platform into the college’s curriculum, combining movement-based technology, sport, and STEM skills […]

VTEC UK’s first Center of Excellence for VR Esports Tennis has been launched in partnership with Dundee and Angus College, according to a LinkedIn post by Stuart Kosters, VTEC UK Partnerships Director for Education and Events.
The collaboration introduces VTEC’s virtual reality tennis platform into the college’s curriculum, combining movement-based technology, sport, and STEM skills development.
Kosters writes that he is “truly proud to see Dundee and Angus College lead the way for us in the UK,” noting that the program provides “opportunities for online, international, and national competitions, and healthy STEM learning featuring VTEC VR Esports Tennis.”
VR tennis platform aims to support digital and employability skills
VTEC VR Tennis is a virtual reality platform that teaches tennis through motion-based gameplay and esports formats. Developed by former professional tennis players in collaboration with the creators of Tennis Esports, the platform blends physical activity with immersive VR environments. It is designed to be used across age groups and skill levels, with applications in both PE and esports-focused settings.
The program also introduces students to data analysis, teamwork, event planning, and other curriculum-linked outcomes. A cost-based licensing model allows schools and colleges to implement the platform without major infrastructure investments.
Kosters comments in the official announcement: “Their commitment to innovation, employability, and community aligns perfectly with our mission at VTEC VR Tennis. Together, we’re not just introducing cutting-edge, movement-based tech like VR tennis—we’re embedding future-ready skills, wellbeing, and opportunity directly into the student experience across the region.”
College pilot shows broad engagement beyond sport and tech learners
Dundee and Angus College has already piloted the VR Tennis Esports program at its Kingsway Campus. According to the college, the pilot engaged students across a variety of departments, not limited to those typically aligned with technology or sports pathways.
Laura Louch, Curriculum Project Leader at the college, says: “Piloting the VR headsets at our Kingsway Campus has already shown the potential to engage students across a wide range of curriculum areas—not just those traditionally linked to tech or sport. This partnership opens new opportunities for collaboration, inclusion, and creativity, while helping our learners build digital and employability skills in a fun and active way.”
Scan Computers supports rollout as technology partner
VTEC confirmed that Scan Computers is the official technology partner for the VR Tennis Esports rollout. The company is supplying high-performance PCs, VR systems, and esports-ready equipment to ensure the platform can be delivered at scale.
The hardware is intended to support both competitive gameplay and broadcast-ready use cases, ensuring integration into esports hubs, classrooms, and school facilities without compromise in performance.
Further partnerships or Center of Excellence designations may follow, with VTEC inviting other institutions to express interest in program adoption. For now, the Dundee-based pilot marks the company’s first UK deployment, with student access already underway.
E-Sports
Esports Market Size, Growth & Forecast Insights 2025-2034
Esports Market The esports industry has evolved into a thriving digital entertainment ecosystem, merging the worlds of gaming, sports, and live streaming. Millions of fans worldwide tune in to watch professional gamers compete in tournaments that rival traditional sports events in scale and popularity. Brands and sponsors are heavily investing in esports to reach digitally […]

Esports Market
The esports industry has evolved into a thriving digital entertainment ecosystem, merging the worlds of gaming, sports, and live streaming. Millions of fans worldwide tune in to watch professional gamers compete in tournaments that rival traditional sports events in scale and popularity. Brands and sponsors are heavily investing in esports to reach digitally native audiences, while streaming platforms fuel continuous fan engagement. This booming sector is reshaping how people consume entertainment, connect with communities, and interact with gaming content, making it a lucrative field for stakeholders across tech, media, and advertising landscapes.
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Unlocking the Esports Market Potential: Insights by Expert Market Research
Esports has transformed from niche gaming tournaments to a multi-billion-dollar global spectacle. Expert Market Research reveals that the global esports market size reached nearly USD 2.09 Billion in 2024, with an expected surge to USD 9.54 Billion by 2034, growing at a promising CAGR of 16.40% from 2025 to 2034. This immense growth is driven by technological advancements, massive streaming audiences, and lucrative brand partnerships. As competitive gaming becomes mainstream entertainment, companies and investors alike are tapping into this dynamic industry, leveraging data-driven strategies and trends tracked by Expert Market Research to stay ahead of the curve.
Market Size of the Esports Industry
The esports market has firmly positioned itself as one of the fastest-growing segments within the broader gaming and entertainment sector. Valued at nearly USD 2.09 Billion in 2024, the market demonstrates how far competitive gaming has come – evolving from casual LAN parties and niche gaming events into a sophisticated ecosystem backed by huge audiences, premium sponsorships, and global tournaments filling stadiums. Major technological advances in streaming platforms, high-speed internet, and mobile gaming access have enabled millions of fans to watch esports competitions live from anywhere. This surge in viewership directly translates to massive commercial opportunities, encouraging advertisers and non-endemic brands to pour investments into the scene. The proliferation of gaming cafes, professional training programs, and dedicated esports arenas in regions like Asia Pacific and North America have also contributed to the expanding market value. As esports cements its place alongside traditional sports leagues, its current size underlines a shift in entertainment consumption patterns worldwide. The growing popularity of digital tournaments, celebrity players, and interactive fan engagement will continue to solidify the esports industry’s multi-billion-dollar status over the coming years, opening up lucrative revenue channels for organizers, publishers, and streamers alike.
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Market Trends in the Esports Sector
Today’s esports industry is riding on multiple trends that are transforming it from a subculture into a mainstream global phenomenon. One major trend is the meteoric rise of mobile esports, which is making competitive gaming accessible to wider audiences, especially in emerging markets where mobile-first gamers are dominant. Cross-platform gaming is another trend reshaping engagement, allowing players and spectators to seamlessly switch between devices. Live streaming and on-demand video content are further fueling fan interaction, with platforms like Twitch and YouTube Gaming setting new benchmarks for community-driven entertainment. The integration of emerging tech – like virtual reality (VR) and augmented reality (AR) – promises immersive experiences, transforming how fans watch and interact with matches. Blockchain and NFTs are also finding a foothold in esports by providing new ways for fans to own, trade, and support their favorite teams and players. On the business side, mainstream brands outside the gaming world are increasingly sponsoring esports events, recognizing the opportunity to reach tech-savvy Gen Z and millennial audiences. Meanwhile, universities and educational institutions are launching esports scholarships and leagues, nurturing a new generation of professional players and content creators. Together, these trends signal a future where esports becomes an integral part of the global entertainment and sports ecosystem.
Market Opportunities and Challenges
Opportunities in the esports industry are abundant, with expanding revenue streams through sponsorships, advertising, media rights, and live events. The increasing mainstream acceptance of esports in traditional media and the growth of on-demand content further amplify market potential. However, the industry also faces challenges like player burnout, piracy, and regulatory uncertainties in some regions. Maintaining fair competition, securing intellectual property rights, and fostering sustainable ecosystems for players and teams are crucial. As the industry matures, stakeholders must balance growth ambitions with ethical considerations and innovative business models to overcome these hurdles and ensure long-term success.
Segmentation of the Esports Market
Breakup by Revenue Streaming
Sponsorship
Advertising
Merchandise and Tickets
Game Publisher Fees
Media Rights
Others
Breakup by Streaming Type
Live
On-Demand
Breakup by Gaming Genre
Real-Time Strategy Games
First-Person Shooter Games
Fighting Games
Multiplayer Online Battle Arena Games
Others
Breakup by Regions
North America
Europe
Asia Pacific
Latin America
Middle East and Africa
Growth of the Esports Market
The growth of the global esports industry is nothing short of remarkable, driven by a potent mix of technological innovation, shifting consumer habits, and the rise of digital communities. Over the last decade, esports has transformed from hobbyist competitions to full-fledged multi-million-dollar tournaments with sold-out arenas and millions of concurrent online viewers. This rapid evolution is supported by advancements in internet infrastructure, mobile connectivity, and affordable gaming hardware, which have lowered barriers to entry for players and fans alike. Streaming platforms like Twitch, YouTube Gaming, and Facebook Gaming have played a pivotal role in creating an always-on engagement model, allowing fans to interact with players in real-time. Sponsorships and partnerships are growing exponentially as global brands tap into esports to connect with a hard-to-reach, loyal digital audience. Moreover, media rights deals and licensing agreements continue to boost revenue streams for event organizers and teams. In emerging markets, especially across Asia Pacific and Latin America, the appetite for esports is intensifying, creating fertile ground for local leagues and regional stars to flourish. This explosive growth trajectory proves that esports is no longer just a gaming trend but a dynamic, scalable industry with vast economic and cultural influence.
Forecast for the Esports Market
Looking ahead, the future of the esports industry appears exceptionally bright, with the global market projected to surge from USD 2.09 Billion in 2024 to about USD 9.54 Billion by 2034, growing at an impressive CAGR of 16.40% during the forecast period. This growth forecast is backed by robust technological advancements, expanding internet access, and an ever-increasing appetite for interactive entertainment among younger demographics. New revenue streams such as streaming rights, exclusive content, merchandise sales, and immersive virtual events are expected to drive profitability for stakeholders. Additionally, emerging technologies like 5G, cloud gaming, and extended reality (XR) will redefine the esports viewing experience, attracting even larger audiences. Sponsorship deals will become more sophisticated and diverse, drawing interest from mainstream sectors like automotive, finance, and consumer goods. Regions like Asia Pacific and Latin America will continue to lead in audience numbers and mobile gaming adoption, fueling localized tournaments and cross-border collaborations. The integration of esports into educational systems and traditional sports leagues further solidifies its staying power. As the competitive landscape matures, new teams, players, and investors will emerge, ensuring the esports market maintains its upward momentum and cements its place as a major pillar of the global sports and entertainment economy.
Competitor Analysis
The esports market is home to influential players that shape its growth and innovation. Major companies include:
Tencent Holdings Ltd – Leading investor and publisher in global gaming.
Activision Publishing, Inc. – Known for iconic competitive titles.
Electronic Arts Inc. – Publisher with strong esports franchises.
Gameloft SE – Mobile gaming pioneer with esports integration.
Skillz Inc. – Platform for mobile competitive gaming.
Motorsport Games Inc. – Focuses on racing esports experiences.
Gfinity PLC – Organizes esports tournaments globally.
HTC Corporation – Innovates with VR esports hardware.
FACE IT LIMITED – Hosts competitive gaming tournaments worldwide.
Riot Games, Inc. – Creator of popular MOBA titles.
CAPCOM Co., Ltd. – Developer of fighting game esports classics.
Others – Numerous emerging and regional esports innovators.
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E-Sports
Why only 5%? Gaming sector demands more ad investment for its scale
Despite having over 3.4 billion gamers worldwide and a 6% year-on-year increase in time spent on games, less than 5% of total media investment currently goes into gaming, highlighting a large, growing industry with significant untapped potential for brands, according to Dentsu’s report on gaming trends. A Disproportionate Gap Between Attention and Ad Spends India […]

Despite having over 3.4 billion gamers worldwide and a 6% year-on-year increase in time spent on games, less than 5% of total media investment currently goes into gaming, highlighting a large, growing industry with significant untapped potential for brands, according to Dentsu’s report on gaming trends.
A Disproportionate Gap Between Attention and Ad Spends
India is home to one of the world’s largest online gaming populations, with 488 million users in 2024 — a number expected to cross 517 million by 2025, as per FICCI–EY report. Yet, ad spends on gaming still form only a small fraction of the ₹700 billion digital advertising market. The gap between user engagement and brand investment remains stark.
Roby John, CEO and Co-founder of SuperGaming, observes, “Despite the sheer scale of engagement that gaming in India currently commands, media investment into it is still proportionately low in India. The issue really isn’t that marketers don’t understand gaming, in fact, many of them are avid gamers themselves. The hesitation is more systemic. Gaming doesn’t yet have a standardized buying structure like TV or print media or digital media buying.”
While most marketers default to traditional channels, gaming continues to evolve into a space of self-expression and influence. “If a marketer wants to reach India’s 18–30-year-old audience, which is also our TG; they’re far more likely to be on their phone, playing games, watching streams on YouTube, or chatting on Discord than flipping through a newspaper or watching linear TV,” says John.
However, the dominant ad formats — interstitials, playables, rewarded videos barely scratch the surface. “They operate at a surface level, the user is interrupted, incentivized, and returns to gameplay.”
The bigger opportunity, he adds, lies in native integrations — branded tournaments, Discord quests, creator-led content, UGC skins, or lore extensions but that ecosystem is still nascent. “There’s no ‘gaming line item in the media plan’ the way there is for YouTube or Meta, so even interested brands default to safer, established channels.”
Legacy Perceptions and the Need for Structural Change
According to Roland Landers, CEO at AIGF, the disconnect also stems from legacy perceptions and regulatory ambiguities. “Many advertisers continue to conflate legitimate, skill-based gaming with gambling, which creates unwarranted caution. This is compounded by regulatory ambiguity and the rise of offshore betting platforms, which distort the perception of the overall ecosystem.”
Still, Landers believes the momentum is shifting: “Advertisers are beginning to see gaming as a high-intent, high-frequency, and brand-safe environment. With continued advocacy and structured compliance, gaming is gaining credibility as a mainstream digital media channel.”
But unlocking brand participation especially from non-endemic sectors like FMCG, BFSI, and auto will require structural clarity. “For gaming to take its rightful place in brand media strategies, we need two things: credible measurement and structured education. Despite the massive engagement gaming commands, advertisers often hesitate to scale their investments due to a lack of India-specific performance metrics and strategic understanding.”
John points to categories already ahead of the curve — smartphone and automotive brands, and energy drinks like Red Bull and Monster. “These brands understand that gaming is a cultural touchpoint, a community, and for many, a lifestyle choice. But outside of these few categories, gaming is still mostly treated as a campaign lever — a quick burst during a product launch, a stunt around a tournament, or a one-time creator collaboration.”
At SuperGaming, Roby notes, the company has built bridges between gaming and culture through meaningful brand partnerships. “A great example is our partnership with Indie Rock band Thaikkudam Bridge for the launch of Agni Raagam. It was a tonal extension of the character’s story. It came from a place of shared intent, not forced branding.”
Esports Viewership Surges, But Media Plans Lag
Jigar Sheth, Chief Revenue Officer at NODWIN Gaming, highlights how esports in India is already competing with traditional sports in terms of viewership.
“Esports tournaments in India today are clocking viewership numbers that rival, and in some cases, surpass traditional sporting events. Yet, advertiser investment hasn’t quite caught up.”
Part of the hesitation, he says, lies in outdated planning practices. “We are seeing positive momentum as brands are beginning to understand the scale, the quality of engagement, and the unique storytelling potential that esports platforms offer.”
On monetization, Sheth adds. “It’s not an either or. The most effective campaigns are those that tap into a combination. What we’re really seeing is a shift toward native, contextually relevant formats that add value to the viewer experience.”
Despite the cultural relevance and vast audience of Indian gaming, systemic gaps in measurement, planning, perception, and policy continue to stifle brand investment. For gaming to secure its place in mainstream media mixes, the ecosystem needs standardized frameworks, education for marketers, and policy support.
As John puts it, “Ultimately, the attention is there. The tools exist. What’s missing is a more nuanced media planning approach, one that accounts for the nature of the game, its audience, and how users interact with it.”
E-Sports
When Can You Play College Football 26? Full Launch Guide
We hope your calendar is clear for the upcoming week because EA Sports College Football 26 is just hours away from launching across the world. The wait is finally over for the second annual edition of one of the biggest sports gaming franchises, and this year, there is even more to immerse yourself in. With […]

We hope your calendar is clear for the upcoming week because EA Sports College Football 26 is just hours away from launching across the world. The wait is finally over for the second annual edition of one of the biggest sports gaming franchises, and this year, there is even more to immerse yourself in. With only a few more Saturdays left until College Football returns this fall, this release should help the wait go by much faster.
Last year’s release was one of the most impactful sports games releases in gaming history as it revitalized a series that had been abandoned for over ten years. This year’s title promises to bring even more excitement for fans. Let’s look at everything you need to know about the upcoming release of EA Sports College Football 26, including release times, changes, and how you can play the game early.
The early access window for College Football 26 begins on July 7th, allowing anyone from around the world to play the game three days early. Early access begins for everyone simultaneously across the world at the exact same time:
In order to gain early access to College Football 26, you must preorder the Deluxe Edition of the game or have an active EA Play subscription. The Deluxe Edition will cost you $99.99 ($30 more than the standard edition of the game).
The CFB 26 Regular and Deluxe Edition Covers have been revealed
https://t.co/qIYHZMybyC pic.twitter.com/v6hdpO1ivw
— Hayes Fawcett (@Hayesfawcett3) May 27, 2025
For those who do not purchase the Deluxe Edition, the worldwide release of College Football 26 will go live on July 10 across the world at the following times:
For a guide that walks you through how to install College Football 26 so that you can play it the second it goes live, check out our pre-download guide.
No, you cannot use a VPN to gain early access to College Football 26 because both the Early Access release and full game release will happen simultaneously worldwide. The only way you can play College Football 26 early is by purchasing the Deluxe Edition to obtain early access. Do not attempt to set your VPN to New Zealand because it will be pointless.
It is a world wide release everyone gets it at the same time https://t.co/XKD3JUcFEJ
— Is EA Sports College Football 26 Out (@IsItOutEa) July 6, 2025
EA Sports College Football 26 will be available exclusively on PlayStation 5 and Xbox Series X|S consoles. Crossplay is enabled by default between these two consoles. For the first time ever, Dynasty crossplay is also enabled between these two platforms.
College Football 26 is back for another season
Prepare for new plays, players, and gameplay features with the reveal trailer: https://t.co/Z13Z0q35eK pic.twitter.com/1vSt5vvD4q
— PlayStation (@PlayStation) May 29, 2025
No, College Football 26 will not be available on either the Nintendo Switch 2 or PC. There is no plans at this time for the game to launch on either of these platforms.
Related Article: Full Content Creator Schedule for EA Sports College Football 26 Revealed
College Football 26 is bringing back their most iconic game modes and expanding upon them to create an immersive gameplay experience for every type of player. Here is a list of every game mode featured in EA Sports College Football 26:
Take the helm of your favorite program as either the Head Coach, or a coordinator. Recruit and develop players, cater to your fanbase, and establish a lasting college football legacy.
Create your own player and experience the journey from high school through college. Make decisions on NIL contracts, transfer portal, and GPA management to create your legacy.
Related Article: How to Become Five-Star Recruit on Road to Glory in College Football 26
Build your dream team with current players and legends from previous eras. Open packs, complete challenges, and challenge other players to establish your superiority.
Choose any matchup and play against your friends or the CPU. You can customize uniforms, game venue, game time, weather and more.
Take any team and face off against friends or climb the competitive leaderboards with skill-based ratings. This is the mode where you can truly prove you are the best player. Look for College Football esports to greatly expand alongside the Madden Championship Series as sports games continue to grow as a major esport. In the second year of development, we can anticipate a much more robust tournament selection and competitive ranking format.
Returning for the first time since 2014, take an entire team of mascots into the field of play in an exhibition-style mode.
In just a year, EA has managed to re-design several key elements that will drastically alter gameplay and environments. Here are some of the biggest changes and improvements coming to College Football 26:
Enhanced Blocking, Pass Rushing, and Coverage
Tackling is much simpler in College Football 26 with their new physics-based tackling system. Brand-new blocking mechanics allow players to manipulate the pocket in a way never seen before, while defenders can move offensive linemen to jam specific gaps. Utilize new stunts and twists to confuse an opponent’s offensive line.
Cool add from EA this year in College Football 26
There’s a TON of new plays in the game that have BUILT IN Defensive Line Stunts
This means that you won’t always have to tell your guys to Stunt, but ALSO, the CPU will call plays with Stunts against you! pic.twitter.com/6ZGMhXHodJ
— Civ (@MisterCiv) July 5, 2025
Expanded Playbooks
Playbooks and play-calling philosophies have been significantly expanded in College Football 26, featuring over 2,800 new plays. Playbooks are closely tailored to the identity of each program, making the gameplay experience different for every team.
New Athlete Archetypes and Abilities
New to College Football 26, athlete archetypes will cover a broader range of skillsets. Ten new archetypes have been added as well as a variety of new abilities to make player development and performance more reminiscent of a college athlete.
Real Coaches and Coordinators
Over 300 coaches and coordinators will have their likeness featured in College Football 26. Each coach has a distinctive playstyle and program identity that shapes gameplay and the Dynasty experience.
Coaches and Playbooks are getting a major upgrade in College Football 26!
for the first time ever, there will be over 300 real coaches in the game
you can go toe-to-toe with current coaches who bring distinctive
playstyles to the fieldEA says there’s going to be over 2,700… pic.twitter.com/IFo2t4bQDO
— Bordeaux (@bordeauxyoutube) May 29, 2025
Dynamic Substitutions
Using the new D-Pad substitution panel, you can make quick substitutions at the line of scrimmage. This allows you to play a no-huddle style of offense while keeping fresh players in the game, which was something you couldn’t do in College Football 25.
Quick example of how to use “On Field Substitutions” in College Football 26
Just flick the “D-Pad” Up, and you’ll be able to see the Wear and Tear for each player on the field! pic.twitter.com/4PsSVv0YlI
— Civ (@MisterCiv) July 6, 2025
E-Sports
How to Become Five-Star Recruit on Road to Glory in College Football 26
College football fans can rejoice as EA Sports College Football 26 has arrived for those who pre-ordered for early access. There are plenty of upgrades made to each of the modes in College Football 26 that will make 25 look like a starter pack. Updates have been made to key modes, including Ultimate Team, Dynasty […]

College football fans can rejoice as EA Sports College Football 26 has arrived for those who pre-ordered for early access.
There are plenty of upgrades made to each of the modes in College Football 26 that will make 25 look like a starter pack. Updates have been made to key modes, including Ultimate Team, Dynasty Mode, and Road to Glory.
This guide will focus on how gamers can turn their created player in Road to Glory into a hometown hero and a five-star recruit in high school. There will be decisions that must be made during high school that can have either positive or negative effects on the player’s early part of their playing career.
We have another guide that focuses solely on the college years and how to become a Heisman Trophy winner, positioning oneself to be the number one pick in the NFL Draft. Check out that article to see the ins and outs of college.
Related Article: EA Sports College Football 26 Overall Top Player Ratings Revealed
The first thing games will have to decide is which path during Road to Glory they want to take. There are four different options to pick from:
For those who start with paths like Elite or Blue Chip, it will be easier to attend a top college out of high school and give the player a leg up on the competition, allowing them to play in their freshman year. Contributor or Underdog will more likely mean getting into a smaller school if the player wants to start or go to a bigger school and sit for a year or two.
After picking whichever path the gamer wants to go through, there are now five positions to play with during Road to Glory:
Depending on the chosen position, there will be options for the archetype the gamer wants their players to be. Each position will have different choices, but for example, if the player is a quarterback, here are the archetypes to pick from:
Picking the right archetype is essential depending on what kind of ratings are most important to the gamer. If having a fast quarterback who can move in the pick is important, Backfield Creator and Pure Runner is more important. Pocket Passer is best for those who want to stay in the pocket and throw the ball timely. Dual Threat quarterbacks will have decent ratings for all, but not dominate in one particular.
Each of those Archetypes will have different Physical Abilities that come with it. For example, for those who pick Backfield Creator will have some of the following abilities:
After selecting an Archetype, gamers will be able to customize their players’ appearances. They will have four different categories to go into to change the player:
The final page will be the summary of the created player that will show the mentals and physicals of the players, the ratings and stats they will have, and the basic info the gamer provided. Once everything is agreed upon, it will be time to hop into action.
Related Article: Full Content Creator Schedule for EA Sports College Football 26 Revealed
When first completing the customization portion of Road to Glory, gamers will receive a weekly rankings update provided. This will display the player’s ranking nationally, statewide, and overall position. It will also display a bar graph showing where the player lands, ranging from one star to five stars. This will help games in knowing where they stand on a weekly basis and what they need to do to stay on pace to be a five-star recruit.
Players will first be interviewed by a local reporter, Alice Zimmer. She will ask a variety of questions that will influence the recruiting process. Questions will include what’s most important in a school, what are two other things the player is looking for in a school. This section of the game will help narrow down the college choices and which schools are best to select from.
The head coach of the high school team the player is playing for will appear next to explain the next steps in the mode. To start, the player will need to pick the top 10 schools he would like to be recruited by. These schools are subject to change throughout the season and are not finalized. Players can commit to a school anytime throughout the season and can also decommit before having to make a final decision at the end of the high school season.
When gamers are looking for which schools to add to their top 10 list, they can look at some key stats with each school. These stats will have a direct effect on which schools to pick from:
Players will also be able to track the school’s progress throughout the season. If a big school program is struggling, it could mean a starting job will open, but a lot of talent could leave for the portal after the season. If the team is winning, more of the top players are likely to stick around, but fighting for a starting job as a freshman could be tougher.
Depending on which of the biggest schools the player chooses, one head coach or multiple will appear with messages about trying to recruit the player. They will make their pitch to you on whether they can start for you or sit on the bench for a year and become a star. That star coach will periodically message the player throughout the season to share whether they are doing well enough to receive a scholarship offer from them, when scouts are coming to the game, or let them know they are entirely out of the running.
When it comes to playing the games, players will not be able to play the full games. Instead, they will select four options for moments before the game that they want to complete in the game. Each moment will have two drive goals with different point values to contribute towards the tape score. Each moment will also have a “School Tape Score Boost” that can vary depending on the school.
An example would be a quarterback picking “Option Merchant” as the moment. The quarterback can get 200 points from gaining 10+ yards on an option play and 50 points for not allowing a menacing linebacker to force a fumble or tackle for loss. Schools like Oregon and Texas might experience a threefold boost, while USC might only see a 1.3 times increase from completing the moment.
To maintain a five-star status, it’s essential for the player to consistently complete the moments at 100%. Failing moments could result in the player dropping a star as a recruit and might knock the player out of scholarship contention. There is an option to retry moments if the player fails to complete them immediately after they occur.
Each week, the player will receive multiple scholarship offers with usually the first couple of weeks being smaller schools. The last part of the high school year being the top schools in the country.
Other messages will pop up throughout the high school year, including a classmate asking if the player wants to study together for an exam. Another will ask whether they will go to homecoming. These decisions can impact either individual games or how schools perceive the player.
At the end of the season, the player will be forced to pick the final three schools of choice. The player will participate in an event at the school where they are three hats to pick from that will determine the school of choice. Gamers will have the option to fake out everyone with a first option, but must make one decision to pick the school they want to attend.
There’s so much more depth to Road to Glory that will make the mode a more fun experience. The added element to playing high school football was a big ask from gamers a year ago. Now, players will be able to control their own destiny in deciding where to attend college based on their performance.
With early access just around the corner, players have a chance to get familiar with the new settings and systems in CFB26 before the esports season kicks off.
Related Article: How to Pre-Download EA Sports College Football 26 Before the Game Releases
E-Sports
Eastern Michigan University Esports program launches first summer camp for youth
Teen killed, Detroit police officer injured in shooting and more top stories Teen killed, Detroit police officer injured in shooting and more top stories 04:00 A group of middle school students will learn the ways of Esports in Eastern Michigan University’s first summer youth camp. The five-day camp, July 14-18, will immerse students ages 11 […]

A group of middle school students will learn the ways of Esports in Eastern Michigan University’s first summer youth camp.
The five-day camp, July 14-18, will immerse students ages 11 to 14 in hands-on activities that mix gaming with developmental skills, such as teamwork and communication. According to a news release, the program will be run by EMU’s Esports student-athletes.
“We’re excited to bring esports and gaming education to the next generation,” said Zachary Lewis, coordinator of the EMU Esports program, in a statement.
EMU says the camp is the first in a series planned by the program, and there are plans for future sessions to include competitive gaming and content creation for high school students.
“This camp is about more than just gameplay—it’s about building a learning environment that helps students grow and develop in a safe, collaborative space. We also hope to engage families and educators in seeing the positive potential of esports as a structured, valuable discipline,” Lewis said.
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