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
The World of Esports Unites: 136 Nations Registered for 2025 Season
The International Esports Federation (IESF) is thrilled to announce a major milestone as 136 nations have officially registered for the National Qualifiers of the 2025 esports season. This record-breaking level of participation underscores the remarkable growth and global appeal of esports, uniting athletes and fans from every corner of the world under one shared passion.
The National Qualifiers, which commenced on January 15, 2025, mark the start of an exciting journey for millions of athletes. Competing across a diverse range of PC, mobile, and console titles, these athletes are fighting for the opportunity to represent their nations on the largest stage of esports.
Highlighting the significance of this achievement, IESF General Secretary Boban Totovski stated:
“The participation of 136 Member Federations in this year’s National Qualifiers is an extraordinary accomplishment. It reflects the deep passion, dedication, and unity within the global esports community. We eagerly anticipate witnessing the emergence of this year’s national champions and the incredible talent that will define the 2025 season.”
As IESF celebrates its 16-year legacy, the 2025 season is another step forward in showcasing esports as a powerful unifying force. The federation remains committed to supporting the growth of the esports ecosystem, encouraging the next generation of athletes, and celebrating the diversity within the global esports community.
The 2025 season will bring nations together to honor the competitive spirit and creativity of esports. With 136 nations involved, IESF reaffirms its dedication to fostering collaboration, inspiring excellence, and showcasing the exceptional talent of athletes from all over the world.
The journey to an unforgettable year in esports has begun, as IESF continues to bring the world closer through the shared passion for competitive gaming.
The post The World of Esports Unites: 136 Nations Registered for 2025 Season appeared first on European Gaming Industry News.
eSports
DATA.BET Reflects on 2024 Milestones, Growth, and Achievements
With the start of the year behind, the company reflects on the key milestones.
Business Development
In 2024, the company experienced significant expansion, reflecting the increasing demand for progressive esports betting solutions. The total volume of bets processed grew by 74.2%, aided by the efficiency and dynamic scalability of the company’s trading team, alongside new collaborations from partners and clients. Otto Bonning, Head of Sales, said: “Our new partnerships with companies such as Altenar, NuBet, Airhead Ventures, and TurboStars have significantly strengthened the portfolio. These collaborations demonstrate our expanding influence and commitment to delivering exceptional solutions in the esports betting industry”. Clients also experienced an improvement in GGR, demonstrating the impact of the solutions on profitability.
The company’s user engagement rates also reflected the sizable uplift seen in 2024, with active users rising by 97.3% and average bet size increasing by 7%. Meanwhile, DATA.BET continued to broaden its presence in key markets, including Canada, Brazil, Finland, and Poland, further strengthening its global reach.
Esports Trading and Content Coverage
DATA.BET focused on strategic growth, enhancing its esports content to offer prosperous and dynamic opportunities for clients and their users.
Making focused improvements in popular markets resulted in growth. “We’ve expanded our offerings by adding 38 new markets, creating more opportunities for bettors and driving engagement,” said Thomas Donson, Head of Trading. “Our event coverage has also grown by 11%, adding over 10,000 events to ensure a more diverse and comprehensive experience. Ensuring 24/7 trading process, DATA.BET offers the highest quality market availability.”
The trust earned through high-quality product features, including the new Scoreboard and Pitch Tracker widgets, as well as the Bet Builder based on official data, all launched in 2024, has been instrumental in enhancing the customers betting experience. Scoreboards deliver detailed statistics, interactive visualizations, and comprehensive insights, helping users make informed decisions while boosting engagement through features like live betting, analysis, and availability for LoL, CS2, Valorant, and Dota 2.
Pitch Tracker, supporting our top tier titles, offers a 2D map as a visual representation with advanced tools for data analysis and in-game tracking, delivering detailed insights that enhance user engagement and decision-making. Additionally, the Bet Builder enables personalized betting by allowing users to combine multiple selections into a single wager, meeting the demand for tailored and dynamic betting experiences.
DATA.BET also broadened the scope of disciplines, adding 6 new games, such as Deadlock, Street Fighter 6, GeoGuessr, Teamfight Tactics, Hearthstone, Apex Legends, complementing client content with distinctive choices that amplified diversity and engagement.
Customer Support & Risk Management
The company provides a seamless customer experience and robust Risk Management, continuing to deliver swift and practical assistance.
With an average response time of up to 5 minutes, the dedicated team remains extremely efficient, addressing client concerns promptly while maintaining the highest quality standards. Between Q2 and Q4, handled around 1,500 client requests and completed more than 150 technical tasks effectively and precisely, ensuring high-quality 24/7 support and maintaining consistent service standards.
This is due to our proprietary trading platform that enables the generation and customization of content – specifically, markets – to align precisely with each partner’s distinctive requirements while accommodating their existing settlement rules. This approach ensures a seamless transition to the solution, eliminating the need for adjustments or reconfiguration after working with a previous data provider.
DATA.BET’s Risk Management team efficiently handled over 1,700 client requests. Over time, the number of requests from long-term clients noticeably decreased. The team’s familiarity with clients’ audiences and operations reduces risks through proactive measures. By identifying patterns early, the team prevents issues, ensures smooth operations, reduces reactive interventions, and builds client trust while improving system efficiency.
In 2024, DATA.BET strengthened its presence in the esports betting industry by showcasing its solutions and engaging with audiences at premier exhibitions, immersing attendees into the vibrant world of esports. Moving into 2025, DATA.BET remains focused on leveraging this momentum to drive further success and prospects for everyone involved in esports betting.
The post DATA.BET Reflects on 2024 Milestones, Growth, and Achievements appeared first on European Gaming Industry News.
eSports
GIANTX launches jersey and membership for 2025
The global esports organization GIANTX has launched its new jersey for 2025. This jersey will be worn by professional players from the different teams within the organization in their national and international competitions this year.
The color blue takes center stage in a design that evolves the wave pattern used in the previous collection. The jersey is already available on GIANTX’s official channels and will debut in competitive play this week with the first matches of League of Legends and Valorant.
As a novelty, the new GIANTX jersey pays homage to its history by including an ‘08’ on the front of the collar. 2008 marks the founding year of the Málaga-based club Giants, whose merger with the British Excel led to the creation of GIANTX, one of the longest-standing esports brands in Europe.
This jersey is part of a collection that also includes hoodies and other products available in both blue and black. It is not the only new offering from GIANTX for its fans and video game enthusiasts.
In esports, fan loyalty goes beyond the action on the server. It’s about building community, offering added value, and connecting with the audience authentically. For this reason, GIANTX has launched an exclusive membership for fans of the club or esports in general who purchase the giants’ skins in Valorant.
The GIANTX VCT Membership offers unique rewards such as access to giveaways, gifts, passes to learning platforms for professionals, meet-and-greets with players and creators, and even trips to Berlin to support the team kicking off the Valorant Champions Tour this Wednesday. The skin pack is already available in the game.
With the launch of this GIANTX package in Valorant—one of the most-played games in the world with over 20 million active users, developed by Riot Games—the club takes another step in one of the most solidified club-fan relationships on the continent.
These announcements set the stage for the return to competition, which kicks off in style this week with the start of the League of Legends EMEA Championship (LEC), Valorant Champions Tour (VCT), and Spain’s Superliga by Liga de Videojuegos Profesional (LVP).
The post GIANTX launches jersey and membership for 2025 appeared first on European Gaming Industry News.
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