As Crew Stadium in Columbus, Ohio, prepared to host a vital World Cup qualifying match between the United States and Mexico two weeks ago, Major League Soccer executives were gathered at a business summit elsewhere in the city talking about video games.

It wasn't all fun and games, though.

Matt Bilbey, general manager of EA Sports, presented not just the latest edition in the company's hugely successful soccer video-game series, "FIFA14," which hits store shelves Tuesday, but also the potential of the online data mined from the video game's players.

As the EA Sports presentation outlined, from its user data it is possible to know who plays "FIFA" games where, which teams people choose and how long they play -- potentially serving up at least one engaged group of fans for MLS to factor into future marketing decisions. And the fact that, according to a 2012 ESPN poll, the strong gamer demographic of 12-to-24-year-old Americans watches more televised soccer than any other sport except NFL games suggests there may indeed be some correlation between the market penetration of the video game and young people turning toward real-life soccer.

Among U.S. soccer officials, the notion that the "FIFA" franchise might represent a significant front in the battle to engage hearts and minds in North America is an idea taken very seriously. In a market where fewer than 50 percent of Americans have access to a local MLS team and where large-market teams like the New York Red Bulls must compete with nearly a dozen other major sports teams (as well as televised versions of the bigger European leagues) for attention, the "FIFA" success story throughout the continent may offer some intriguing clues as to where to place finite resources.

The raw numbers for the game are astonishing.

"FIFA13," last year's edition, was the No. 1 game in 43 countries the week of its launch, selling 4.5 million copies in the first five days. At one point that first week, it had more than 810,000 players online playing the game simultaneously, and just under 7 million online games are played every day. To put those figures in context, rapper Drake, the guest at Monday night’s "FIFA14" launch party and one of the biggest artists in the world today, saw his 2011 album, "Take Care," debut at the top of the Billboard charts with first-week sales of 610,000 and then take two more years to sell 2 million copies. And an album is considerably cheaper than a game. "FIFA14" retails at $59.99 for a console version, and the series has taken in some $6 billion through its various editions.

In part, the appeal of the game for the uninitiated is the game play. While each version brings incremental improvements ("FIFA14" leans heavily on the improved realism of players' abilities to shield a ball in their possession, and the online component has become more sophisticated each year), the video game, like soccer itself, has an innate simplicity, especially compared with other popular sports video games.

"Out of the box, it's a game that you can play right away," said Eddie Pope, a former U.S. international player and currently the director of player relations at the MLS Players Union. "There's not a huge learning curve."

Pope is also a firm subscriber to the idea that the game is a big cultural influence.

"That is true, 100 percent," he said. "I've seen (NFL) football players and basketball payers tweet about playing 'FIFA,' saying they'll take on anyone. Then when you can play these games (online) and see who's who, it makes it tempting to want to turn on the TV and say, 'I want to see what that player's like in real life.' I know my son does it, his teammates do it, and it's been a bit of a cultural phenomenon. It’s definitely played a role in broadening the horizons of people who don't normally play soccer or who didn't watch soccer. For some of the kids tuning in to watch soccer for the first time, their first taste of it was through a video game."