EA Sports to Compensate Schools Based on In-Game Usage in 'College Football 26'

PlayStation Fiesta Bowl - Oregon v Iowa State
PlayStation Fiesta Bowl - Oregon v Iowa State | Jennifer Stewart/GettyImages

EA Sports is introducing a groundbreaking compensation model for universities featured in its upcoming release, College Football 26. In addition to paying student-athletes for their name, image, and likeness (NIL), the company will now compensate schools based on how frequently their teams are used in the game.  

Documents obtained through a FOIA request by Matt Liberman of Cllctmedia reveal that EA Sports will allocate royalties to each of the 136 FBS institutions featured in the game. The distribution will be proportional to the percentage of total in-game appearances made by each team's players. The difference is the approach that aims to reward schools whose teams are more prominently used, regardless of their real-world performance or rankings.

This will give unprecedented power to the regular users playing the video game to help their favorite teams earn more money to use at their own expense. This could aid in recruiting, NIL, coaches, stadium enhancements, etc. Whatever these universities want to use the extra money for, but this has to be one of the coolest new additions to the game. 

Previously, compensation for schools was tier based which was reliant on the Associated Press Top 25 poll, only real world achievements. Under the new model, the focus shifts to in-game visibility and usage, offering a more dynamic and performance-based incentive structure. Real world success should obviously have a say in how much universities make but if you think about it depending on how good your team is that should reflect in how often users play with that team in the game anyway. 

This move aligns with EA Sports' broader strategy to enhance the authenticity and engagement of the College Football series. By directly involving universities in the game's success, EA Sports fosters a more collaborative relationship with collegiate programs, potentially influencing recruitment and team branding within the virtual realm. Players who are in the game are also going to be receiving more than double the money they did last year.

The top-level players will have more opportunities for NIL deals and money outside of the base pay. The college game has officially turned into more of a profession than amateur sports because of how many different sources of income players can earn. Rightfully so, since these athletes bring in so much revenue for the sport and their respective universities as well as to EA Sports.

As the gaming industry continues to evolve, this initiative sets a precedent for how video game developers can engage with educational institutions, offering a model that other sports franchises may look to emulate. NCAA Football continues to be different from other video game franchises and despite being away for 10+ years, they still seem far ahead of certain sports franchises when it comes to the creative, innovative way of thinking. The news should have everyone excited to see what the franchise has in store in the upcoming years, and they have the potential to change the gaming industry.  

More College Football News: