← Return to search results
Back to Prindle Institute

FIFA, Gianni Infantino, and the Character of Leaders

Gianni Infantino, the president of the Fédération Internationale de Football Association (FIFA), is facing an approval crisis. His position is currently safe, following an expression of “full support” from the organization’s leadership after an emergency meeting. However, member organizations have recently begun to express serious discontent with his tenure, posing a significant issue for him.

The blowback escalated following two incidents this summer. In late June, FIFA unveiled the FIFA Forward Enterprise (FFE), an organization that would enable investors to purchase stakes in the World Cup and other FIFA organized tournaments. This came after the suspension of a red card against the United States’ Florian Balogun which would have seen the striker banned from participating in a World Cup elimination match against Belgium. This, in turn, occurred after a phone call between Infantino and  inaugural FIFA Peace Prize recipient President Donald Trump, which Trump claims influenced the final decision. Infantino’s tenure has also been marred by other controversies, such as Infantino’s personal involvement in FIFA’s extraordinary efforts to award Saudi Arabia with the 2034 World Cup, and the introduction of mandatory hydration breaks in all matches at the 2026 tournament, a practice previously reserved for matches in extraordinary heat.

After the FFE announcement, continental confederations made their discontent clear. The 41 member nations of CONCACAF, the body governing Caribbean, North and Central American soccer, rejected the FFE proposal. UEFA, the European confederation, has threatened to boycott all FIFA organized tournaments even after FIFA withdrew the FFE proposal. UEFA, CONCACAF, and the Asian Football Confederation have also released a joint statement describing the inadequacies of an apology for the FFE proposal and characterizing FIFA leadership as violating their duties by breaking trust through deception.

Why exactly is there an outcry against Infantino for these actions? FIFA’s revenue has grown significantly, more than doubling since Infantino’s tenure began in 2016. FIFA operates as a not-for-profit, and thus their internal budgets see them spending these profits on organizing future tournaments, awarding prize money to international teams, and investmenting in growing the game. So, presumably, these increased profits work their way back to the member organizations.

But one might worry that these increased profits come at a cost. For instance, FIFA had a financial incentive in overturning Balogun’s aforementioned red card; more than 50 million viewers in the U.S. tuned in for the match and presumably a significant win on home soil would have created even further interest in the sport in a wealthy nation that often ignores the game. It may be that FIFA leadership were more interested in maximizing the U.S.’s chances of winning than consistently following the rules of the tournament. This concern with profits over competitive fairness is deeply troubling for a group that organizes international tournaments.

Further, even if the concern about competitive fairness is overblown, FIFA’s profit-seeking behavior may be seen as excessive. In a July statement, UEFA officials wrote that “The World Cup cannot be treated as an investment product… No part of it should ever be surrendered to private investors. The World Cup is not for sale.” Obviously, the World Cup is already an incredibly profitable event; FIFA took in about $15 million in revenue from this summer’s tournament (by comparison, the host cities likely saw significantly less revenue). But the concern expressed here seems to be that, when the goal of the tournament becomes maximizing profits, as becomes the case when investors are involved, the game transforms into something else.

This is an issue of commodification (discussed in other contexts here, here and here), the process of turning a valuable thing into a commodity, something whose value is measured in monetary terms. The notion here appears to be that, although sports are massively profitable, they are not merely products. There’s a certain value to sports, whether competing in observing them, beyond the revenue generated. Particularly for large-scale international events, like the World Cup or the Olympics, there’s something to be said for how they capture the attention and imagination of the global community. When investors are invited to purchase shares in such an event and in turn seek to maximize their returns, as with other instances of commodification, something about the event’s value is lost. Thus, by seeking to invite investors to purchase stakes in the World Cup, leadership at FIFA may have diminished this kind of incalculable value of the event by turning it into a mere tool to generate profit.

Although these concerns about FIFA leadership are compelling, I think they are best understood as sharing a similar root concern. To see this, it is fitting to turn to Confucianism. As discussed by other authors at the Post, Confucianism is a wisdom tradition with its roots in classical China. Although often lumped in with religious traditions in the West, Confucianism is a secular tradition (in the Analects, Confucius instructs rulers to first worry about serving people, and that keeping a distance from spirits is wise) primarily concerned with human virtue.

Of particular importance to Confucians is the moral character of a society’s leaders. Adherents of this tradition believed that wise, compassionate rulers would create a harmonious society and model their virtues for the populous. The Confucian sage Mengzi went so far as to refer to leaders as the mother and father of the people. Conversely, though, Confucians believe that when society is ruled by the vicious, this will trickle down to the rest of us, creating a disharmonious and self-interested society. The fish rots from the head down, as the expression goes.

It seems to me that Confucianism is well-equipped to explain the concerns with FIFA leadership in a fashion that captures both objections. In short, the organization as led by Infantino seems to lack the right sort of moral character. The decisions which seek to maximize profit demonstrate a lack of reverence, treating the value of the game as a function of its monetary output. Further, in demonstrating a willingness to award the World Cup to host nations with spotty records on democracy and human rights – Russia in 2018, Qatar in 2022, Saudi Arabia in 2036 – they are willing to transgress against other values as well. In their emphasis on growing the profitability of their tournament, FIFA leadership demonstrates the kind of character that Confucianism cautions us against.

But why apply Confucianism to this case? Historically, Confucians were concerned about societal rulers; kings, emperors, and others who led nations. The head of a sporting organization hardly seems like the kind of figure with this sort of power to reshape societies in the way that a ruler might.

Focusing on virtue through the lens of Confucianism is particularly appropriate here, I contend, because this framework is well-equipped to capture how even the leaders of organizations without political power can reshape societies by serving as models. Whether they are the heads of state, international organizations, or just local groups, the character we are willing to accept in leaders sends a signal: this is what we find laudable, these are the standards we expect everyone to follow, these are our values.

For this reason, it is appropriate to scrutinize the character of any leader and consider the broader impacts of the message we send. Certainly, competency is an important quality of leadership – it would be a fool’s errand to judge our leaders based simply on their character. But to wholly forsake character for competence may create even worse problems than those for which we currently seek leaders to resolve.

Are Loot Boxes “Quite Ethical”?

photograph of videogame mystery box

It’s not often that someone comes out and declares that something that has both received considerable scrutiny and is illegal in several countries is, in fact, “quite ethical.” But this is what recently happened during a UK House of Commons hearing concerning the existence of loot boxes in videogames. Kerry Hopkins, current vice president of legal and government affairs at videogame giant EA, declared that there were, in fact, no ethical issues with loot boxes, and that they should instead be thought of as “surprise mechanics”; she would go on to argue that the UK government should not make it illegal to sell videogames featuring loot boxes given that “people like surprises.” Those looking to enact legislature banning the sale of videogames with loot boxes tend to compare them to a form of gambling, one that is particularly egregious given that a considerable number of those playing said games are adolescents. 

The way many loot box mechanics work in videogames is as follows: one can purchase – either with real money or virtual currency specific to a particular game – a virtual mystery box containing items that appear by chance, with odds being weighted by how common or rare they are deemed to be. These items vary depending on the game being played. For example, loot boxes may contain virtual items used for cosmetic changes for a character – e.g. you can put a new kind of hat on them – while others may contain items that will give you an advantage while playing the game – e.g. maybe that hat is not just a hat, but some sort of power hat that makes you stronger.

The presence of loot boxes is taken to be most controversial when they both cost real-world money and contain items that offer distinct advantages to players. Cases that have received some of the most scrutiny recently have been titles published by EA, including Star Wars Battlefront II, and recent entries in the company’s popular FIFA franchise. In both of these games, players have incentive to buy loot boxes with the hope of acquiring items that could make them more powerful in the former, and to buy virtual packs of cards to acquire better players for their teams in the latter. In response to these two games in particular, several countries – including Belgium and The Netherlands – have categorized loot boxes as a form of illegal gambling, with several other countries – including the UK and various parts of the United States – considering whether or not to follow suit. 

The argument against the selling of loot boxes generally comes down to whether they should be considered a form of gambling – which, if so, would be similarly illegal in places in which gambling in general is illegal – specifically a kind of gambling that is directed at children and adolescents. “Gambling for children and adolescents” certainly sounds bad. On what basis, then, could someone make the claim that, despite appearances, loot boxes are actually “quite ethical”?

Hopkins’ argument is something like the following: there are numerous real-world toys that both cost real-world money and are aimed at children, and no one has raised any ethical concerns about selling them. For example, during the UK hearing Hopkins compared loot boxes to blind boxes – actual physical boxes that contain a random specific kind of toy inside, with some toys being more likely to be inside than others – and other real-world toys like Hatchimals and Kinder Eggs that similarly involve an element of surprise. If you don’t have a problem with those kinds of physical toys, the argument goes, then you shouldn’t have a problem with their virtual equivalent.

Other governments are in agreement with Hoskins: for example, in 2017 members of various government regulatory bodies in New Zealand decided that loot boxes do not constitute gambling. The main argument against classifying loot boxes as a form of gambling was that they are not purchased with the intention of winning money, “or something that can be converted into money.” That in-game loot boxes only provide benefits in the game, and not for real-world goods or money, is an argument that has also been used by EA CEO Andrew Wilson, who emphasized that EA does not “provide or authorize any way to cash out or sell items or virtual currency for real money.”

Determining whether loot boxes constitute gambling will, of course, depend on how one defines “gambling”. If we take gambling to be restricted to just those activities in which one pays money to play a game of chance for the purpose of potentially winning additional money, then it would seem that loot boxes do not, by this definition, constitute gambling. The definition of “gambling” is, of course, up for debate, and, as we have seen, varies from country to country.

However, even if we deny that loot boxes constitute gambling, there will still potentially be problems with allowing them in videogames. The first is that, despite not being able to win money directly within the game, there are many well-known third-party websites that buy and sell loot box items. Second, even if loot boxes are not technically considered a form of gambling, that does not mean that they are, in fact, “quite ethical”.

Consider the first worry first: well-aware of the existence of third-party resellers of loot box prizes, Wilson stated that EA “forbid[s] the transfer of items or in-game currency” outside of the games, with Hopkins attributing these problems to “bad guys”. We might ask, however, whether EA should take any responsibility for being part of a system in which people can pay for a chance to win something that does have real-world value, even if EA themselves doesn’t approve of it. We could interpret this situation in a couple of ways: on the one hand, we might think that, as an unwilling participant in the third-party reselling business, EA should not be held accountable for the actions of some bad actors; on the other hand, we might think that, given that EA is well aware of the existence of these third parties, that the loot box mechanics just sounds like gambling with a couple of extra steps.

Regardless of whether we think that loot boxes constitute gambling or “gambling with extra steps”, we can still ask whether they are “quite ethical”. For instance, we might still be concerned that the system is one that encourages, if not straight-up gambling, then at least activity that is closely related to gambling in adolescents. While there has not been a lot of study on the long-term effects of loot boxes, one recent study found that not only do the majority of people who play games with loot boxes consider them to be gambling, but that “Risky Loot Box use correlated moderately with gambling-related measures.” While this research appears to still be in its infancy, there is at least some empirical support for concerns about their effects. Despite EA’s insistence, then, there remains plenty of reason to be concerned that loot boxes are not as ethical as they would have consumers believe.