eSports
Exclusive Q&A w/ Gary Denham, founder and CEO of Wamba Technologies and Gamer’s Oasis
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.
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.
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.
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?
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.
eSports
Esports World Cup Takes Over Paris For 2026 with Star-Studded Opening Ceremony
The Esports World Cup 2026 officially kicked off in Paris, France, with a grand Opening Ceremony at La Seine Musicale, welcoming the world’s best players, leading esports Clubs, publishers, partners, creators and fans to the first international edition of the world’s largest esports and gaming event.
Combining music, cinematic storytelling, competition and Parisian culture, the ceremony marked the beginning of seven weeks of competition that will bring together more than 2,000 players, 200 clubs, and representatives from over 100 countries competing across 25 tournaments in 24 games for a record-breaking $75 million prize pool.
From the first moments of the show, the ceremony celebrated the journey that brings players to the Esports World Cup 2026 while introducing Paris as the host city for a new chapter in the competition’s history. Live performances from Aya Nakamura, Theodora, DJ Snake and Mosimann were woven throughout a production that combined orchestral music, dance, augmented reality, large-scale stage design and cinematic visuals to connect esports with the culture of its host city.
One of the defining moments of the evening saw the Esports World Cup Club Championship trophy revealed before representatives from the world’s leading esports Clubs took to the stage, signalling the start of the race to become the world’s best.
The evening opened with an esports-focused pre-show hosted by Doigby before transitioning into the Opening Ceremony, which was designed for both the live audience at La Seine Musicale and millions watching around the world. DJ Snake closed the global broadcast before continuing with an extended live performance, followed by a closing set from Mosimann for the audience in Paris.
“The Opening Ceremony is our welcome to the world – that our historic event is open,” said Mike McCabe, Deputy CEO and Chief Operating Officer at the Esports Foundation. “As we bring EWC 2026 to Paris for the first time, we wanted to celebrate the city through artists who have helped shape music and culture in France today. Aya Nakamura, DJ Snake, and Theodora each represent something different, but together they reflect the creativity and influence that make Paris such a special place to host this event.”
Known for building a sizable global following through her distinctive combination of R&B, Afrobeats, zouk, and contemporary French pop, Aya Nakamura showcased to the crowd a stunning performance that embodied the wide-reaching spirit of the Esports World Cup.
As France’s top export artist and a dominant force on the global music scene, multi-platinum superstar Aya Nakamura boasts over 9 billion streams and countless charts. She delivered a stunning performance of her global hit “Copines” that perfectly embodied the wide-reaching spirit of the Esports World Cup.
Emerging from the Paris underground electronic scene to working with the biggest names in music such as Justin Bieber, Lady Gaga, and Pitbull, DJ Snake has evolved to become one of the pioneers of modern global record production.
France’s rising star Theodora, or ‘Miss Kitoko’ now, has emerged as one of the country’s breakout artists of a new generation. With millions of streams on her music, she blends rap, pop, and club music with the sensibilities of an always-online generation, harnessing a digital-native and fearless ambition that shines through her performances.
DJ, record producer, and live artist Mosimann is one of the hottest names in electronic music right now, and the Swiss-born French national delivered a thrilling closing set for the live crowd in Paris. His viral Dream Track series has seen over 280 million views worldwide and has evolved into a string of official releases and his own Dream Tour. With a debut residency in Ibiza this summer, along with sets at Tomorrowland later this month in Belgium, Mosimann brought an electrifying finish to the Opening Ceremony.
Throughout the ceremony, audiences also heard the EWC 2026 Orchestral Anthem, created in collaboration with 2WEI Music and Hollywood Scoring. Written as the musical identity of this year’s tournament, the anthem accompanies the journey of players and fans throughout the competition, from qualification to championship, and features throughout the Opening Ceremony and tournament broadcast.
With the opening ceremony now complete, the world’s attention now turns to the competition at the heart of the EWC. Fixtures featuring the world’s best players in the biggest competitive titles will unfold daily across multiple arenas throughout the French capital. Clubs compete for the ultimate prize in all of esports: the Esports World Cup Club Championship.
The post Esports World Cup Takes Over Paris For 2026 with Star-Studded Opening Ceremony appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
eSports
Esports World Cup 2026 opens in Paris with $75m prize pool
Seven-week event runs through August 23 with 2,000 players, 200 clubs and 25 tournaments across 24 games at Paris Expo Porte de Versailles.
The Esports Foundation has opened the Esports World Cup 2026 in Paris, marking the first international edition of the event. The tournament runs through August 23 at Paris Expo Porte de Versailles and will feature more than 2,000 players and 200 esports Clubs from over 100 countries competing across 25 tournaments in 24 games for a $75 million prize pool.
Organisers said the Paris finals follow the largest “Road to EWC” qualification programme to date, with more than 1.5 million players participating across 330 qualifying events spanning tournaments, publisher leagues and international circuits.
The opening press conference took place at the Hôtel de Ville with opening remarks by Emmanuel Grégoire, the Mayor of the City of Paris.
Ralf Reichert, CEO of the Esports Foundation, said: “Competitive gaming has always had great players, great games and unforgettable champions. The Esports World Cup brings them together in one defining annual stage. For seven weeks in Paris, every title crowns its own winner, but every result also contributes to a bigger race: the Club Championship. That is what makes EWC different. It rewards not only individual brilliance, but the depth, consistency and ambition of an entire Club.”
The Esports Foundation said Cristiano Ronaldo and Magnus Carlsen return as Esports World Cup Global Ambassadors. The event’s Club Championship will distribute $30 million of the overall prize pool, including $7 million for the winning Club, with Team Falcons aiming to defend its title after wins in 2024 and 2025.
On distribution, the organiser said EWC 2026 will be available in 160 countries via more than 100 broadcast and OTT partners, with more than 7,000 hours of live programming planned and coverage in over 40 languages. The Esports Foundation also said it expects up to 5,000 official co-streamers via its Creator Program, which it described as up 42% year-on-year.
The post Esports World Cup 2026 opens in Paris with $75m prize pool appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Astana
Astana to host IESF World Esports Championship 2027
IESF signs host agreement with Kazakhstan’s Ministry of Tourism and Sports and the Qazaq Cybersport Federation in Astana.
Astana has been confirmed as the host city for the IESF World Esports Championship 2027 (WEC27), following a host agreement signing ceremony involving the International Esports Federation (IESF), the Ministry of Tourism and Sports of the Republic of Kazakhstan, and the Qazaq Cybersport Federation.
IESF said the event is expected to draw participation across more than 150 IESF Member Federations through the qualifiers, with national teams competing via IESF-recognized national member structures.
“WEC27 will be more than a championship. It will be a global celebration of nations, athletes, and the future of esports,” said Vlad Marinescu, President of IESF. “For every player, there is no greater honor than competing under their national flag and officially representing their nation on the world stage. That is what makes the World Esports Championship so powerful and so unique. In 2027, Astana will welcome the world and proudly stand as the Esports Capital in the World of Esports, uniting our Member Federations, athletes, fans, and communities. Kazakhstan has shown remarkable vision, ambition, and commitment, and we are confident that WEC27 will deliver an unforgettable championship and a lasting legacy for the global esports family.”
Yerbol Myrzabosynov, Minister of Tourism and Sports of the Republic of Kazakhstan, said: “We are honored that the International Esports Federation has entrusted Kazakhstan with hosting the World Esports Championship 2027. This reflects the confidence in our country’s ability to deliver an event of the highest international standard. Hosting WEC27 reinforces our commitment to advancing esports and creating new opportunities for young people through sport, technology, education, and international cooperation. We look forward to welcoming the World of Esports to Astana and showcasing Kazakhstan as a destination capable of delivering world-class international events.”
Kuanyshbek Yessekeyev, Chairman of the Board of Trustees of the Qazaq Cybersport Federation, added: “We sincerely thank the International Esports Federation for the trust and confidence placed in Kazakhstan to host the World Esports Championship 2027. This is a historic milestone for our esports community and a testament to the progress we have achieved together with our partners. Alongside IESF, the Ministry of Tourism and Sports, and our national stakeholders, we are committed to delivering an outstanding championship for athletes, fans, and the World of Esports. WEC27 will inspire future generations, accelerate the growth of esports in Kazakhstan, and strengthen our country’s position as a leading esports and digital innovation hub.”
IESF said more details, including schedule, qualification pathway, venues, official titles, ticketing, and the event program, will be announced in the coming months via its official channels.
The post Astana to host IESF World Esports Championship 2027 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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