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Exclusive Q&A w/ Gary Denham, founder and CEO of Wamba Technologies and Gamer’s Oasis

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Gary, as the CEO and founder of Wamba Technologies, can you shed some light on the inspiration behind developing the patented technology for “in-game wagering” in skill-based video games?

Right now there are approximately 500 million people around the world participating in Esports. These are people who are earning money by competing in video games. Unfortunately, the vast majority of these people are not competing online when money is involved because of the anonymity and the rampant cheating anonymity causes. Only the best are able to compete online and actually make money. Instead, the majority of gamers are traveling to physical locations and competing “in person” where opponents and skill levels can be verified. What’s crazy to me is that down to every last man, woman, and child, these people DO compete against each other online for fun with the very same games that they are traveling to compete in for money. This shows us that these players desire to compete online, however they just don’t have a safe, user-friendly option with which to do so. This very issue is what inspired us to build a product that will give users that online, “compete-from-my-own-home” experience that they are looking for where they can pay an entry fee online, compete, and win money right then and there.

What’s surprising is that most real money online video game competitions are still operating on the honor system which has led to a lot of cheating. Warzone is a great example of this.  Activision had to ban over 100,000 players from Warzone in a single week and they were not even competing for money.  That was just the “for fun” play.  Simply put, the honor system doesn’t work.  For me, the most prominent indicator of this is seeing a marketplace with 500 million users that can’t seem to clear $2B in annual revenue going on 10 plus years now. That says a lot.

Our technology is called Gamers Oasis. It will allow gamers of all skill levels to compete against other players,  who are at their same skill level, right from their phones, where they pay an entry fee, compete, and win money back.  Gamers Oasis won’t just be for professional players either.  Very  much to the contrary, the basic idea is that anybody, regardless of skill level, can join, compete, and have a fair and reasonable chance of winning large monetary prizes. Our platform will give beginners the opportunity to compete for thousands of dollars and actually have a reasonable chance of winning, opening up the industry to something that previously was only available to the best of the best, the professionals.

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With your extensive experience in the Esports and gaming industry, how do you perceive the current revenue challenges despite the massive user base? What factors contribute to this disparity?

There are a number of reasons for this disparity. Before I answer, I want to point out that there is a comparable industry that has done phenomenally well and has not had to make any excuses for their revenue.  Online poker in the United States had a mere 2 million players and was generating $900M a year in the US in 2008.  That is compared to our Esports market with 500M players generating a mere $1.38B last year.  The global Esports market is 250 times larger than the US online poker market but only generated 50% more money than the poker market.  That isn’t just a disparity.  That is a tragedy.  What is more of a tragedy though is I’ve been to several Esports conferences and most of the people I’ve seen seem to think they’ve accomplished something with these numbers.  They are hi-fiving and patting each other on the back with congratulations.  Maybe if more of their colleagues would be honest and just speak the truth, which is “hold up there cowboy.  These numbers suck.  Not only can we do better, but we must.  What’s broken?”, then maybe they’d have already taken this market to where it should be.  When it comes to players competing for money, developers need to start thinking like wagering entities rather than game development entities.  If they had done THAT over the past 10 years, this industry would be a $100B a year industry right now.  The good news is with what we are doing, with what FanDuel is doing, and with what others like us are working to do, I think the industry is beginning to find its way onto the right track to getting to where it can get to.

Originally, Esports consisted of single event competitions where players went to an event, paid an entry fee, competed, won their money, and that was it.  From the Asteroids world championship tournament in 1980 until 30+ years later, that was Esports! But around 10 years ago, the large developers tried to reinvent the wheel to facilitate online Esports. Rather than sticking with the model that had existed for 30+ years at that point, the model that was proven and that worked, they abruptly tried to make online Esports like an actual sports league, like basketball or football, where players would compete for a season to win prizes at the end of the season rather than at individual events. They were trying to build a model where the professionals played and then audiences watched, and they generated revenue from the audience.  While that can be a fine model in some circumstances, unfortunately, the reality is that this model is generating around $2.80 per participant, per year, through ad sales. That just doesn’t compare to that poker model featuring player values at closer to $450 per year domestically and around $205 per player per year globally. In a market where 3 billion people play video games, we want to focus on total inclusion and try to include as many of those players as possible.  Whereas the current industry seems to be focused on creating viewers to watch “the best of the best”, we want to create players in everybody.  You have to remember, every player is also a viewer.  Don’t get me wrong, we will still be streaming everything and focusing on viewers as well, but that’s kind of my point. Our model gets all the same viewers, but exponentially more players at an exponentially more valuable “per player” rate of revenue.

Online poker got it right by featuring hundreds or even thousands of events, every day, fully automated, available 24/7, where the host company charges a fee every time a player buys into a competition.  As a result of this model, online poker was generating around $450 per player per year in the United States as compared to the $2.80 per participant per year that the current Esports model is generating. In fact, a company by the name of Skillz followed a model similar to ours and, as a result, generated almost 25% of the global Esports revenue last year despite only having 0.8% of the players. That really says it all right there.  That is a terrific real world example of what I am saying.

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After 10 years of trying this league-based model for online Esports, game developers need to finally admit that it’s just not working.  They need to stand up, say “this failed, and that’s ok.  We learned from it”, and then get back to what we know has been proven. It is time to get back to the basics!  Back in 1980, when the game “Asteroids” held a world championship tournament, they had the same player turnout as the largest World Series of Poker event in history which happened this year in 2023. More than 10,000 players showed up, in person, from around the globe!  Single event tournaments where players pay an entry fee, compete, and can win money back right then and there is what players have always done and is what they want.  They don’t want to have to wait 13 weeks to get paid at the end of a season. They don’t want to be forced to travel to compete in a real money tournament. They want simplicity and instant results.  If developers will get back to that, utilizing today’s technology to make it online, automated, and available 24/7, they will make exponentially more money and turn this industry around on its head.

 

How does the introduction of “in-game wagering” capabilities potentially revolutionize the profitability landscape for Esports?

It changes everything.  There is nothing else that comes remotely close to generating revenue like this model. If we can cause Esports to achieve comparable results as to online poker, and we can, then we are talking “per player per year” values skyrocketing to the $400 to $500 per year range.  Compared to modern successful games clocking in at between $5 – $15 per player per year from ad sales and in-game purchasing, or current Esports values of around $2.80 per participant per year, there’s just no limit to the possibilities once this more profitable option becomes widespread.  When games begin realizing the massive difference in returns by adding this feature and having it properly monetized, they will be able to spend a significantly larger amount of money on things that ultimately lead to a better player experience; Customer service, quality control, more aggressive beta testing leading to less bugs on launch, anti-cheating countermeasures which are truly effective, etc.  When the difference is this significant, there may come a time where if a game does not feature this capability, it will be very difficult to compete with the quality of games which do due to all of the enhanced capabilities I just mentioned.

 

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In your opinion, what are the ethical considerations when introducing wagering into skill-based video games, especially considering the diverse age demographics of players?

Wagering into skill-based video games has been done since 1980 when Asteroids had their first world championship and more than 10,000 players showed up to compete and hand their entry fees over. From that point in time until now, it has been available to all ages, though sometimes requiring parental consent for those under 16 or 18, depending on the region’s laws.

But when speaking of ethics as it pertains to the diverse age demographics of players, I would have to suggest that ethics do not play a part where age is concerned.  Rather, ethics plays a part where skill level is concerned, regardless of age. To address this particular matter, the platform we are designing, “Gamers Oasis,” will match up players based on their skill level to ensure that regardless of your experience you still have a fair and reasonable chance of earning money by competing with us.  Whether you are a phenomenal player or just plain out suck at your favorite game, it won’t matter.  If we’ve done our job right, both players will have a fair chance of winning big money when competing on our platform.  If this is accomplished, then I think we are satisfying all ethical issues here.

To address any concerns with age, kids competing with Esports has been a staple of the sport since its inception.  In 2019, 16-year-old Kyle Giersdorf just won $3M competing in Fortnite.  I think that the morality of kids competing is something that each family needs to decide for themselves.  We live in a society of tech companies that have continuously and increasingly been imposing their vision of morality on the world around them. We want to make sure to stay away from that where this matter is concerned.  If you do not want your child to compete, we will have parental safeguards in place to ensure that your wishes are supported and respected.  And if you are ok with your child competing, well, we will accommodate that as well.

Esports has seen exponential growth in terms of viewership and participation in the past decade. How do you envision its trajectory in the next 5 years, especially in terms of revenue generation?

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There is a lot of chaos where Esports is concerned and this has led to tremendous confusion. With our patent, we have an opportunity to seize a degree of control in this industry. Our desire is not to mold it to our beliefs, but rather to hold the industry true to what we have seen that it wants. Offering league and season based Esports play rather than the single event structure that players had become used to for over 30 years is a really good example of that. So, as we use our patent to get an automated system going where anyone, regardless of skill level, can sign up and enjoy the competition, we expect to see revenue generation going up exponentially throughout the industry as per player value increases alongside this exponential increase in user participation.

 

Lastly, could you share some insights on how Wamba Technologies plans to collaborate with game developers and Esports organizers to integrate and popularize the “in-game wagering” feature?

We patented the methodology of programming video games so that players could pay an entry fee, compete, and win money back over a computerized network.  While we absolutely will offer this “in-game wagering” feature, considering that there are presently around 500 million people who are competing with video games to try and win money in real life, it doesn’t need popularization. I’d say it simply needs visibility.

We will be working with game developers and licensing our patent to them to ensure that more and more games offer this type of competition where players can pay an entry fee online, compete, and win money back. This will help create a degree of consistency across a wide range of games. We intend to eventually put together an advisory board consisting of representatives from the games offering this feature so that we can constantly have our finger on the pulse that is the lifeblood of this industry, the games themselves. We want to work with the developers to ensure that this industry gets to a point where the players are actually worth $400-$500 per player per year or more. Then, we can then focus on taking a significant portion of that money and putting it into things that will ultimately give gamers a better overall experience, things like R&D, security, customer service, anti-cheating, and more.

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Esports World Cup Foundation Confirms Full Game Lineup, Schedule, and Club Championship Rules for EWC 2025

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200 Clubs, 2,000 players, 25 tournaments across 24 games, and a $70M+ prize pool set the stage for the largest celebration of competitive excellence and esports fandom

The Esports World Cup Foundation (EWCF) has finalized the full lineup of games, tournament schedule and Club Championship rules for the Esports World Cup 2025 (EWC), the world’s largest esports event, set to return to Riyadh, Saudi Arabia, from July 7 through August 24. This summer, over 2,000 elite players and 200 top Clubs from more than 100 countries will battle across 25 tournaments in 24 games, for a record-breaking $70+ million life-changing prize pool, the largest in esports history.

The Esports World Cup 2025 will once again unite gaming and esports communities for a global competition that will crown the next Esports World Cup Club Champion, while elevating esports as a global sport and driving long-term growth for the entire ecosystem.

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The confirmed EWC 2025 game lineup will include iconic esports titles spanning fan-favorite shooters, battle royales, MOBAs, fighting games, and chess. New additions — CROSSFIRE, FATAL FURY: City of the Wolves, chess and VALORANT — join the prestigious lineup of returning titles, making this the most diverse and competitive EWC yet.

With the schedule locked, the stage is set for seven weeks of world-class competition. The initial wave of tickets are now on sale, and the countdown is on for the biggest celebration of esports, kicking off with the EWC Festival on July 7. Below is the schedule for each EWC tournament.

Week 1 (July 8–13):
VALORANT featured at 2025 Esports World Cup (July 8-13), Apex Legends at 2025 Esports World Cup 10–13), FATAL FURY: City of the Wolves at 2025 Esports World Cup (July 10–12),  Rennsport at 2025 Esports World Cup (July 8–11), Dota 2 at 2025 Esports World Cup – Week 1 (July 8-13)

Week 2 (July 15–20):
League of Legends featured at 2025 Esports World Cup (July 16–20), Free Fire at 2025 Esports World Cup (July 16–20), Dota 2 at 2025 Esports World Cup – Week 2 (July 17–19), Mobile Legends: Bang Bang Women’s Invitational at 2025 Esports World Cup (July 15–19), Honor of Kings World Cup at 2025 Esports World Cup  – Week 1 (July 15–20)

Week 3 (July 22–27):
Call of Duty: Black Ops 6 at 2025 Esports World Cup (July 24–27), PUBG MOBILE World Cup at 2025 Esports World Cup – Week 1 (July 25-27),  Honor of Kings World Cup at 2025 Esports World Cup  – Week 2 (July 23-26), StarCraft II at 2025 Esports World Cup (July 22–25), Mobile Legends: Bang Bang Mid Season Cup at 2025 Esports World Cup – Week 1 (July 23–27)

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Week 4 (July 29–August 3):
Overwatch Champions Series: MidSeason Championship at 2025 Esports World Cup (July 31–August 3), PUBG MOBILE World Cup at 2025 Esports World Cup – Week 2 (July 29-30 / August 1–3), Mobile Legends: Bang Bang Mid Season Cup at 2025 Esports World Cup – Week 2 (July 30–August 2), Chess at EWC 25 (July 29–August 1)

Week 5 (August 7–10):
EA SPORTS FC 25 at 2025 Esports World Cup (August 7–10), Call of Duty: Warzone at 2025 Esports World Cup (August 6–9), TOM CLANCY’S RAINBOW SIX SIEGE X at 2025 Esports World Cup (August 7–9)

Week 6 (August 11–17):
Rocket League featured at 2025 Esports World Cup (August 14–17), PUBG: BATTLEGROUNDS at 2025 Esports World Cup (August 12–16), TEKKEN 8 at 2025 Esports World Cup (August 13–16), Teamfight Tactics featured at 2025 Esports World Cup (August 14–15)

Week 7 (August 19–24):
Counter-Strike 2 at 2025 Esports World Cup (August 21–24), Street Fighter 6 at 2025 Esports World Cup (August 20–23), CROSSFIRE at 2025 Esports World Cup (August 19–23)

EWC 2025 will unfold across four dedicated arenas, each spotlighting one game at a time to deliver the best fan experience. Select titles will host Last Chance Qualifiers in the Festival zone — giving players one final shot at advancing to the main stage.

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The Esports World Cup has introduced a refined tournament schedule to enhance viewership across its expanded lineup. Finals will now take place on Fridays, Saturdays, and Sundays – reducing overlap and ensuring dedicated coverage for each title. Tickets for EWC 2025 are now available to purchase at esportsworldcup.com.

The total $70+ million prize pool is allocated across the Club Championship, Game Championships, MVP Awards, and EWC Qualifiers. Out of this, $27 million is dedicated to the EWC Club Championship — an innovative cross-game format that rewards the top 16 Clubs for their performance across multiple titles, with $7 million reserved for the 2025 champion. Game Championships will feature their own prize pools, totaling over $38 million combined, while standout players will compete for a share of the $450,000 MVP Award pool.

Open to all participating organizations, the Club Championship awards points for top-eight finishes across tournaments. To claim the title, Clubs must secure at least two top-eight placements and win at least one tournament. New for 2025, joint ventures — collaborations between two distinct organizations on a specific roster — will be ineligible for points, with Clubs required to compete under one aligned name throughout the EWC to qualify. The Club that shows both consistency and competitive excellence across the entire EWC calendar, will be crowned the Esports World Cup Club Champion at the EWC 2025 closing ceremony on August 24, 2025.

At EWC 2024, Team Falcons dominated with 5,665 points and three tournament wins to claim the $7 million Club Championship. Team Liquid and Team BDS followed in second and third, with 2,545 and 2,000 points respectively. The top 10 also featured some of the biggest names in global esports: Gaimin Gladiators, T1, Virtus.pro, Team Vitality, Twisted Minds, Gen.G, and LOUD — all delivering standout performances across multiple titles, setting the stage for EWC 2025.

The post Esports World Cup Foundation Confirms Full Game Lineup, Schedule, and Club Championship Rules for EWC 2025 appeared first on European Gaming Industry News.

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The Insights Group and Playmakers launch with purpose to reshape digital entertainment across esports, gaming, creator economy & sports

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  • The Insights Group, a new media and events business focused on the digital entertainment sector, will launch with its first brand now live: The Esports Radar, a modern multimedia platform delivering in-depth coverage of the global esports sector
  • TER Events teams up with ESIC and BLAST to collectively launch Global Esports Industry Week, taking place in Austin, Texas, from June 18th to 22nd and featuring TER’s own Esports Leaders event, the ESIC Global Esports Summit, other socials, and culminating in the sold-out BLAST.tv Austin Major
  • Playmakers rebrands from TWG as it focuses on connecting leading gaming, esports & sports IPS and talent with brands and opportunities

The GSE Group, a newly established holding company founded by esports and sports industry experts Sam Cooke and Alfie Wright, is thrilled to unveil The Insights Group, a media and events company centered on the digital entertainment industry. GSE is also proud to welcome Playmakers (formerly TWG) to its portfolio, an agency dedicated to managing high-value commercial partnerships for rights holders and influencers across sports, gaming and esports.

Sam and Alfie will serve as directors across both businesses, with Sam leading The Insights Group as CEO and Alfie continuing to oversee the newly rebranded Playmakers. Sam embarks on this venture after successfully exiting Esports Insider. Meanwhile, Alfie brings nearly a decade of experience in gaming and sports, building partnerships with top brands and influencers.

The Insights Group will be backed by investment from Continuum X Group (CXG), a leading esports and gaming venture firm. Founder & CEO of CXG, Jonas Gundersen, most recently the COO of NIP Group, which went public on NASDAQ last year, will join as a Non-Executive Director & Advisor, bringing years of industry expertise to drive strategy and growth. As part of its launch, The Insights Group is introducing The Esports Radar, a multimedia platform that delivers consistent, in-depth business coverage. Regional editions will follow soon, including an Arabic language edition, TER Arabia, in collaboration with Saudi-based entity NESMA Group, who operate Nesma Esports led by co-founder and CEO Elie Honain, a fully-fledged gaming creative and production studio based in Riyadh.

As part of its events offering, The Insights Group is (re)introducing Esports Leaders, a premier gathering of C-suite executives from in and around the esports sector, including decision makers and senior execs from game publishers, teams, tournament operators, brands, agencies and other key stakeholders. Pioneered by Sam Cooke during his tenure at Esports Insider, Esports Leaders facilitates high-level discussions in an exclusive setting. The first edition under The Insights Group and TER Events will take place from June 18th-22nd in Austin, Texas, alongside the annual ESIC Global Esports Summit and the sold-out BLAST.tv Austin Major, collectively forming Global Esports Industry Week.

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James Woollard, Director of Market Development at BLAST, said of the news: “BLAST is always looking for opportunities to work with best-in-class partners and to elevate business and networking experiences around the biggest esports events. Having the Global Esports Industry Week co-located with the sold-out BLAST.tv 2025 Major in Austin is an opportunity to bring together esports orgs, players, teams, brands, businesses and city partners who are all integral to the market growth of this vibrant industry and to share ideas. Working with The Insights Group, The Esports Radar and Playmakers – experts in the esports business space – as well as Visit Austin, will give us the opportunity to connect people and pioneers in the gaming and esports space.”

Playmakers, formerly known as TWG, marks its first anniversary with a renewed focus on securing and managing commercial partnerships for brands, rights holders and influencers. Specialising in strategic consultancy, deal brokerage, and talent management, Playmakers is dedicated to driving impactful collaborations. With Alfie Wright’s industry expertise and extensive network, Playmakers’ goal is to bridge the gap between esports, gaming, and traditional sports.

“Launching GSE Group and The Insights Group is not just another step in my career, it’s a culmination of over a decade in the industry and desire to launch a bold new venture across not just esports but digital entertainment more broadly. Together with Alfie and with key partners and individuals such as Jonas, Elie and others, we are ready to deliver something fresh for the space. With initiatives like The Esports Radar and Esports Leaders to begin, we’re setting the stage for long-lasting meaningful discussions and collaborations, and we’ve a lot more in the pipeline outside of just esports too,” commented Sam Cooke, CEO, The Insights Group, and a Director at GSE.

“Playmakers is at the intersection of gaming, esports, and sports, and our renewed focus is all about forging lasting commercial partnerships that bring value. We understand the importance of bridging these industries, and our team is ready to deliver. It’s also an honor to work alongside a veteran like Sam in creating an ecosystem which aims to make a true impact on the industry,” added Alfie Wright, CEO, Playmakers, and a Director at GSE.

 

The post The Insights Group and Playmakers launch with purpose to reshape digital entertainment across esports, gaming, creator economy & sports appeared first on European Gaming Industry News.

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BETBY LAUNCHES INDUSTRY-FIRST ESPORTS BETTING TIPS, ENHANCING WIDEST SPORTS COVERAGE IN THE MARKET

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BETBY, a leading provider of innovative sportsbook solutions, has announced a major update to its Betting Tips feature, introducing insights for esports. This industry-first addition positions BETBY as the supplier with the widest betting tips coverage in the iGaming market, enhancing the player experience by delivering data-driven tips that help bettors make more informed and confident decisions.

Part of BETBY’s award-winning AI Labs suite of tools, Betting Tips will provide insights derived from the latest news, key team and player statistics, and other relevant information for popular titles such as Counter-Strike. Betting Tips will cover all major esports tournaments for supported titles, based on betting volume and regardless of the event tier, ensuring comprehensive industry-wide coverage.

In addition to expanding into esports, Betting Tips now delivers significantly improved tip quality. Around 99% of all tips now include a relevant supporting fact or statistic, resulting in clearer, more actionable insights. These enhancements contribute to a more engaging and valuable experience for both operators and bettors.

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The integration of esports into Betting Tips reflects BETBY’s commitment to innovation and adaptability in the rapidly evolving betting landscape. The introduction of esports betting tips is also expected to drive higher conversion rates, providing operators with a valuable tool to engage esports enthusiasts more effectively.

To maximize accessibility, Betting Tips will be available in 25 languages: English, Portuguese (Brazilian and European), Spanish, Turkish, Russian, German, Japanese, French, Italian, Kazakh, Azerbaijani, Uzbek, Kyrgyz, Estonian, Finnish, Arabic, Chinese, Greek, Hebrew, Hindi, Latvian, Polish, Romanian, and Georgian. This multilingual support ensures a seamless experience for operators and bettors worldwide.

“Integrating esports into our Betting Tips marks a significant milestone in our mission to provide comprehensive and innovative solutions to our clients,” said Danil Emelyanov, Head of BETBY’s AI Labs. “As the esports industry continues to grow worldwide, we recognize the importance of offering tailored insights that cater to this dynamic market. This expansion not only reinforces our commitment to innovation but also solidifies our position as a leader in the sports betting sector.

In addition to expanding into esports, Betting Tips continues to offer intelligent insights across a wide range of traditional sports, including Soccer, Ice Hockey, Basketball, Tennis, Cricket, American Football, Handball, Volleyball, Baseball, and Table Tennis. This ensures that operators can engage bettors across all major sports verticals.

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