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‘FIFA Rivals’ Launches—Why Mythical Games Thinks It’ll Hit Bigger Than ‘NFL Rivals’

In brief Mobile soccer game FIFA Rivals launched on Thursday, developed by Mythical Games, the studio behind NFL Rivals. John Linden, co-founder and CEO of Mythical Games, told Decrypt that the game could be 20 times larger than NFL Rivals. He pointed to the sheer size of the soccer fanbase, comparative video games, and the […]

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In brief

  • Mobile soccer game FIFA Rivals launched on Thursday, developed by Mythical Games, the studio behind NFL Rivals.
  • John Linden, co-founder and CEO of Mythical Games, told Decrypt that the game could be 20 times larger than NFL Rivals.
  • He pointed to the sheer size of the soccer fanbase, comparative video games, and the number of brands looking to get involved.

FIFA Rivals launched across iOS and Android on Thursday, and developer Mythical Games believes that the mobile blockchain game could make a massively larger impact than its earlier American football game, NFL Rivals.

The licensed mobile soccer game is rolling out with a multi-year licensing agreement with giant sportswear brand Adidas. As a result, the game will feature Adidas-sponsored athletes, including Lionel Messi—widely considered one of the greatest soccer players of all time—along with collectible, tradable gear.

John Linden, co-founder and CEO of Mythical Games, told Decrypt that announcing the game was an eye-opening experience, as the studio felt the full force of soccer’s (or football’s) international popularity. Major brands, athletes, football organizations, and even the government of a small country have reached out to get involved in the game, he said.

“The affinity to football is just so much greater than anything I think I’ve ever understood,” Linden explained. “The addressable market of football worldwide is a little over half of the world’s population—roughly five billion consumers around the world—so it’s a big market for us.”

Mythical Games launched NFL Rivals two years ago, which it defines as a success with over seven million players to date. But Linden believes that FIFA Rivals could be 20 times bigger. This figure comes from his comparison of existing soccer games to American football games.

It’s not an apples-to-apples comparison, but the PC version of top soccer game EA FC 25 had 108,534 concurrent players at its all-time peak in January, according to Steam Charts. When compared to Madden NFL 25’s high of 5,905 in December, the sheer size of soccer is apparent—18 times bigger, to be precise.

And a free-to-play mobile game like FIFA Rivals is bound to reach a much wider audience, including casual players. For example, EA FC Mobile has racked up more than 500 million downloads on Android alone, not counting the iOS audience. That potential reach has propelled partnership interest around FIFA Rivals, Linden said.

“We’re getting hit up on a very global basis. We’re seeing interest from countries that are normally overlooked by game developers, just because it’s not necessarily a top 10 market,” Linden told Decrypt. “I won’t mention the country yet, but [the governing body] reached out, and said: Look, we have to partner with you, because this game will be massive in our country.”

Mythical Games added that Adidas is just the tip of the iceberg in terms of brand partnerships. Linden said there has been interest in groups that the studio has never worked with before, such as telecom firms.

The blockchain gaming studio undoubtedly hopes for such success, having signed a contract with FIFA that will run through “multiple sets of World Cups”—the quadrennial soccer tournament that next returns in 2026.

FIFA recently announced that it will migrate its NFT collectibles platform FIFA Collect to its own Avalanche L1 blockchain, departing Algorand in the process. FIFA Rivals, meanwhile, is built on the Mythos chain, a Polkadot-based gaming network that was spearheaded by Mythical Games.

Linden added that FIFA has reached out to Mythical Games to try to “make some things happen” on FIFA’s Avalanche L1. 

Lessons from the field

Through two years of supporting NFL Rivals, Linden said the studio has learned how to balance its “living economy,” which allows players to freely trade in-game players like Kansas City Chiefs quarterback Patrick Mahomes. The challenge was figuring out how to make assets for new seasons feel valuable without crashing the price of old ones. 

Now, as NFL Rivals enters the third season in August, Mythical Games is “doubling, tripling down” on the product now that it is well past the economic experimentation phase. 

“We’re going to be adding a lot more marketing now that we’re very confident in what works and what doesn’t,” Linden told Decrypt. “We’re going [to add] a lot more quality—a lot more focus on PvP, where you’ll see brand new animation models, you’ll see brand new characters, and you’re gonna see brand new stadiums.”

From this experience, Mythical Games has taken a number of learnings into the launch of FIFA Rivals. Considering that the average European spends less money on gaming than the average American, the soccer gaming economy has shifted to be driven more by skill.

Later this year, FIFA Rivals is expected to introduce an “AI sports agent” that will “guide [players] through their journey.” Plus, Linden said there will be a barrage of esports competitions, club collaborations, and new game modes added.

Edited by Andrew Hayward

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NMC helping pioneer Esports industry at the collegiate level

TRAVERSE CITY — Esports are being offered at colleges across the country and that includes Northwestern Michigan College. The NMC Esports program started up in 2021 and offers gamers the opportunity to participate in the thriving form of competition that continues to evolve. In our lates Jimmy John’s Sports Corner we catch up with program […]

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TRAVERSE CITY — Esports are being offered at colleges across the country and that includes Northwestern Michigan College.

The NMC Esports program started up in 2021 and offers gamers the opportunity to participate in the thriving form of competition that continues to evolve.

In our lates Jimmy John’s Sports Corner we catch up with program director Kyle Morrison and head coach Andre Dean to see what goes into making Esports at the college level a reality.

If you would like to learn more about the NMC Esports program you can check out this link.



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Tencent Unveils Parental Tools to Curb Excessive Gaming During School Break

TLDRs; Tencent rolls out new parental controls during China’s two-month summer break to reduce minor gaming addiction. The initiative includes real-time monitoring, customizable playtime limits, and educational tools for families. This move aligns with China’s long-standing regulations that restrict minor access to online games. Tencent’s efforts reflect a growing global trend toward stronger digital safeguards […]

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TLDRs;

  • Tencent rolls out new parental controls during China’s two-month summer break to reduce minor gaming addiction.
  • The initiative includes real-time monitoring, customizable playtime limits, and educational tools for families.
  • This move aligns with China’s long-standing regulations that restrict minor access to online games.
  • Tencent’s efforts reflect a growing global trend toward stronger digital safeguards for young users.

Tencent Games has launched a new summer initiative aimed at helping parents better regulate their children’s gaming behavior during the extended school break.

With minors now having more free time and screen exposure likely to rise, the company is offering a suite of parental tools designed to limit gaming hours, track usage in real-time, and promote healthier digital habits.

The campaign focuses on strengthening family oversight at a time when concerns about gaming addiction typically peak. The two-month-long school holiday in China often coincides with a surge in online activity among minors, which has prompted both regulators and gaming firms to take proactive measures. Tencent’s summer move appears to be a direct response to both growing parental concerns and the country’s continuing regulatory push.

China’s strict regulations continue to shape industry behavior

Tencent’s new measures are consistent with the broader regulatory environment in China, where the government has enforced some of the world’s toughest rules on youth gaming. Since 2019, restrictions have included a 90-minute daily limit on weekdays, a gaming curfew between 10 p.m. and 8 a.m., and monthly spending caps based on age.

Rather than waiting for new directives, Tencent has taken a self-regulatory stance by introducing enhanced tools for families. This includes customizable time limits, educational content for parents, and integration with schools to raise awareness about screen time and online behavior. These additions reflect Tencent’s strategic alignment with government goals while attempting to foster a more responsible gaming culture.

Real-time control and education are central to Tencent’s approach

What sets Tencent’s program apart is its emphasis on direct parental involvement. Parents can now access real-time reports of their children’s gaming hours, adjust playtime limits on the fly, and access materials designed to help guide conversations about healthy gaming. This blend of technical control and educational outreach shows a shift toward empowering families to take more active roles in their children’s digital lives.

Research has shown that family-based interventions can significantly reduce problematic gaming behavior. One study involving over 300 students found that when parents were equipped with both monitoring tools and learning resources, children showed better self-control and reduced signs of addiction. Tencent’s initiative appears to build on this model by combining real-time controls with awareness campaigns.

Industry trend points to increased global focus on youth protection

Tencent is not alone in its efforts to safeguard younger users. Globally, gaming and social media companies are under increasing pressure to enforce child safety standards. YouTube, for instance, recently raised the minimum age for live streaming to 16. Similarly, platforms like Roblox have enhanced parental control dashboards to allow parents more visibility and control over their child’s gaming behavior.

While China’s regulatory regime is more rigid than most, companies worldwide are converging around similar goals, limiting excessive screen time and protecting minors from digital harm. Tencent’s summer initiative shows how large platforms are responding not only to legal mandates but also to societal expectations around responsible tech use.



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Full Content Creator Schedule for EA Sports College Football 26 Revealed

If gamers can’t wait until the launch date to see everything in EA Sports College Football 26, they can turn to their favorite content creators for coverage. EA Sports has granted a select group of content creators from YouTube and Twitch early access to the game to test the various modes. On Thursday, they had […]

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If gamers can’t wait until the launch date to see everything in EA Sports College Football 26, they can turn to their favorite content creators for coverage.

EA Sports has granted a select group of content creators from YouTube and Twitch early access to the game to test the various modes. On Thursday, they had MMG play Road to Glory, Eric Rayweather showcase the gameplay, and Bordeaux reveal everything new in Dynasty Mode.

More exclusive content will be released before the three-day early launch of the game on July 7 and the worldwide release date of July 10. Check out who else will be showcasing everything new and great about College Football 26.

Related Article: Madden 26 Franchise Mode is Getting HUGE Coaching Changes

EA Sports College Football 26

EA Sports College Football 26 Content Creator Schedule / Image via EA Sports

There will be nine other content creators who will have the opportunity to play the game. All can be found on YouTube, but more will be showcased, including presentation and H2H online.

Here’s the schedule on when content will be released for gamers to watch:

12:00 pm EST

4:00 pm EST

8:00 pm EST

Related Article: EA Sports College Football 26 Overall Top Player Ratings Revealed

If fans are looking to find all the videos under one spot, if they miss one, College Football 26 has them covered. They have created a YouTube playlist where gamers can click on any of the videos that are being showcased.

EA Sports College Football 26

EA Sports College Football 26 Content Creator Schedule / Image via EA Sports

Gamers will be thrilled to see the first looks at all these modes. Creators like MMG have already shown the challenges of Road to Glory, that every mistake can cost your high school player a five-star rating. Rayweather shared an in-depth look at how gamers can do less of going to the game menu and more strategy in the game. Even Bordeaux showcased the robust recruiting in Dynasty that will make it a much deeper experience than last year’s game.

The two videos that will particularly interest fans are the presentation and the H2H. Gamers would like to experience how gameday will be different in CFB 26 than in CFB 25. The H2H is the first online mode being showcased, so fans would like to see the changes made to it.

With the game less than a week away from release, it will only generate more excitement for players to jump into the game and play against one another. What remains to be seen is what kind of tournaments or other online aspects will be introduced throughout the year from an Esports perspective.

Related Article: EA Sports College Football 26 Deep Dive on Ultimate Team, Online H2H





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Simpson cuts esports staff in program restructuring – The Simpsonian

Members of the Simpson College esports team were informed via email that Director of Esports Hubert Whan Tong and Assistant Esports Director Seth Larson were fired. This change comes from Simpson moving towards a new staffing model for the esports program. According to Director of Athletics Marty Bell, the college felt esports should align with […]

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Members of the Simpson College esports team were informed via email that Director of Esports Hubert Whan Tong and Assistant Esports Director Seth Larson were fired.

This change comes from Simpson moving towards a new staffing model for the esports program.

According to Director of Athletics Marty Bell, the college felt esports should align with the three varsity programs who report to the athletics department but do not fall under the NCAA designation: shooting sports, dance and cheer.

These programs have part-time head coaches, and one program has one full-time head coach due to the risk level of the program. The new staffing model for esports will be similar.

“We feel this change will allow us to move forward with our Esports program and still provide a quality experience for our participants while recognizing the need to be fiscally prudent to ensure the long-term success and sustainability of the college for our students,” said Bell.

Between the salaries of the staff and the operating budget, the program costs just over $115,000 a year. All existing scholarships awarded for participating in esports will be honored, but it is unclear at this time if there will be esports scholarships in the future.

Whan Tong, former Director of Esports, worries about the future of the program, which had its largest roster of over 40 students in the 2024-25 academic year. He believes they will struggle to meet the membership guidelines of the National Association of Collegiate Esports and the Midwest Esports Conference.

Each conference requires a dedicated esports staff member who can commit to supervising practices, overnight travel, competitions and the academic progress of their students. Violations of these requirements could result in the program being terminated from the conference.

Esports have won four national championship titles in the National Association of Collegiate Esports conference, three regional championship titles in the Midwest Esports Conference, the Midwest Esports Conference Unified Program award and the Unified Social Impact award since the start of the program in 2021.

“I have faith that the next person will do the best they can with the resources they are given. In the last four years, it was an honor to be Simpson’s esports director,” said Whan Tong. “I was incredibly privileged to have worked with so many talented students, coaches and most of all my assistant director.”

Joe Degen, a member of the Super Smash Bros. team, is concerned with the change and upset at the college for how their decision will impact the program, which is well-respected among other schools in the Midwest.

“The esports program that Hubert and Seth helped create was the main factor in me picking Simpson over other schools l was considering, like Wartburg, Coe, and Central,” said Degen. “I guarantee that if you ask any of the directors of those programs, they can tell you how their program was either inspired by Simpson’s program or could tell you how important someone like Hubert was to the establishment of competitive college esports in Iowa.”

Degen is proud to be a part of esports and praised Whan Tong and Larson’s dedication and commitment to creating such a successful program. He finds it hard to see where the program will go from here.

Simpson will begin searching for a new leader to run the program in the fall.  

Editor’s Note: The Simpsonian staff is off for the summer but is committed to writing about important campus updates when possible.



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Netflix and Spotify discuss partnership on live music content

about us Storyboard18 today has grown into the premier, multi-media destination for the news and the views that matter to the A&M community. In a short span of time, through its pioneering content and properties, Storyboard18 has become an aspiration platform where a mention matters more than the rest, setting the agenda and creating an […]

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about us

Storyboard18 today has grown into the premier, multi-media destination for the news and the views that matter to the A&M community. In a short span of time, through its pioneering content and properties, Storyboard18 has become an aspiration platform where a mention matters more than the rest, setting the agenda and creating an impact for individuals, brands and businesses. Storyboard18 probes and provokes, igniting heated debates and discourse on the issues and topics that matter. Its breadth of content has grown to include trend-setting coverage of not only the advertising, marketing and media industries, but also startups, policy and tech. Storyboard18’s IPs slate has grown to include marquee, aspirational properties like The Visionaries and Share The Spotlight. With its digital depth and television presence through two shows – Media Dialogues With Storyboard18 and the Storyboard18 weekend show, the brand has solidified its position as the apex platform for the A&M industry.

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Acer tops PH PC market in Q1 2025

Acer led the Philippine personal computer market in the first quarter of 2025, according to data from research firm GfK. The technology company captured a 35.7% share of the total PC market, 34.2% of the consumer notebook segment, and 40.6% of the gaming laptop segment. Acer attributed the results to its marketing strategy, which includes […]

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Acer led the Philippine personal computer market in the first quarter of 2025, according to data from research firm GfK. The technology company captured a 35.7% share of the total PC market, 34.2% of the consumer notebook segment, and 40.6% of the gaming laptop segment.

Acer attributed the results to its marketing strategy, which includes partnerships with brand ambassadors such as Filipino pop group SB19. The company said the collaboration has helped strengthen its local presence and connect with younger customers.

“Our partnership with SB19 works because we share the same values and energy. Also, the group’s strong social media presence and its ability to create engaging content have allowed us to reach and connect with our customers,” said Sue Ong-Lim, managing director at Acer Philippines.

In April, Acer maintained momentum, with its notebook segment reaching a 36% market share.

Acer and SB19 have worked together since 2021, starting with Acer Day and campaigns for Acer and Acerpure products. Recently, Acer co-presented SB19’s “Simula at Wakas” world tour stop in Taiwan. During the trip, SB19 visited Acer’s Taipei headquarters as “one-day employees,” experiencing the company’s products and innovations.

As the partnership marks its fifth year, Acer and SB19 expressed optimism about continuing their collaboration.

Acer chair and CEO Jason Chen and Pan-Asia Pacific president Andrew Hou welcomed the group and gave each member a Predator Helios 18 gaming laptop. SB19 also visited Acer’s product experience center, tested gaming laptops and wearable technology, and joined a design workshop on laptops and compact appliances.

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