Thunderpick’s Success Underlines FIFA’s Need for a Real eSports Push

FIFA - Thunderpick

It’s been well known for a few years that competitive gaming has a very large audience and could blossom into a massive industry. According to Newzoo, the global eSports audience is set to increase from 380 million in 2018 to 550 million in 2021, showing the grandeur of the industry already.

But, one of the perplexing issues in the industry is how EA Sports – creators of the annual FIFA, Madden, and NHL video games – haven’t been able to cement themselves as a top eSports brand given their huge player base for games based on traditional sports. Some of this may be down to their lack of belief in the profitability of the industry, but third-party companies getting involved in eSports are proving that it is very much on the rise, as are the many services that can work with the industry.

Rise of Thunderpick Underlying the Potential of eSports

Thunderpick prides themselves on offering an eSports predictions experience that is specifically tailored to eSports fans and gamers – an offering that they claim cannot be offered by the standard established predictions sites currently in existence. They achieve this by incorporating a wide range of social functions to create a community and challenges which mirror the competition of eSports.

FIFA eWorld Cup
Credit: FIFA eWorld Cup via Facebook

FIFA Should Make its Push Now

The rise of Thunderpick shows how quickly the eSports industry is growing and how profitable it can be for all involved. However, EA Sports – who, logically, should have positioned themselves as a central figure during this ascendency – aren’t considered to have an eSports offering by many in the industry.

Due to the way in which their competitive gaming scene is based around Ultimate Team – a venture which contributed to EA earning $2.6 billion in services revenue in the 2017-18 fiscal year – users don’t have direct control over the majority of the players on the field at any one time, whereas in other eSports, one user controls one player. This, on top of the relatively small prize of $250,000 for winning their biggest tournament when the likes of Dota 2 and League of Legends have tournament prize pools in the multi-millions, has seen their titles struggle to gain legitimacy on the scene.

The world of eSports continues to grow at an exceptional rate, and if EA Sports wants to get a piece of the pie, they’ll need to change their focus to the team-based 11-vs-11 games where the computer doesn’t control 10 of the 11 players at a time. Then again, given the controversy around the loot boxes in Ultimate Team, perhaps EA are trying to squeeze the popular game mode for as much as they can before being forced to end its core functionality and then, perhaps, there’s a plan to focus on a more eSports-like game mode to push into the industry.


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