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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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Football Legends Ronaldo and Kaká to Face Off in EA FC for Esports World Cup 2025 Showmatch

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The Esports World Cup Foundation (EWCF) announced that football icons Ronaldo Nazário and Kaká will go head-to-head in the Esports World Cup 2025 Showmatch on August 9, 2025. Taking place during the EWC 2025 EA FC game week, live on stage in the STC Arena of the EWC Festival in Riyadh, the Showmatch blends elite football legacy with competitive gaming in a crossover moment that celebrates the rise of esports as a global sport.

The 2025 edition builds on the success of last year’s Showmatch debut ft. Neymar Jr. and Team Falcons’ Mossad “Msdossary” Al-Dossary. That foundation now returns on a bigger scale, as the Esports World Cup 2025 continues to blur the lines between sporting legacy and digital competition. The format is being elevated into a best-of-three digital derby featuring EA SPORTS FC 25 competition. With Cristiano Ronaldo recently named Global Ambassador of the EWC 2025, the Showmatch embodies the tournament’s commitment to bridging traditional sport and esports on a global stage.

“Ronaldo and Kaká embody competitive excellence and legacy, drawing passionate support from fans around the world – everything great sport aspires to achieve,” said Mike McCabe, COO of the Esports World Cup Foundation. “Their presence at the Esports World Cup reflects values that connect traditional sport and gaming, showing how those worlds are coming together in ways that truly resonate with fans. Bringing together legends who inspire multiple generations and communities is what makes this Showmatch truly special. We’re honoured to have them with us on this stage, especially during football week.”

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Adding to the spectacle, Ronaldo and Kaká are also scheduled to appear on EWC Spotlight, the tournament’s premium broadcast series, offering insight into their role in the future of global sport and entertainment.

The match will feature a bespoke creative set-up inspired by Brazilian street football, old-school collectible cards, and graffiti art, incorporating EWC 2025 elements in a nostalgic yet modern expression of sport, elite esports competition, and fandom. Dedicated cheering sections, post-match Q&As, and exclusive fan rewards will ensure that attendees and viewers are fully immersed in the experience.

Celebrating football week at EWC 2025, the Showmatch and EA SPORTS FC Pro World Championship are joined by the Kings League MENA Presentation on August 10th, marking the competition’s regional debut. Founded by Gerard Piqué, the fast-paced, seven-a-side competition, which blends football with fan-led rules and digital interactivity, kicks off its MENA expansion at EWC 2025. At the event, Piqué will unveil team names, logos, and club presidents, including top regional creators.

The EWC Showmatch 2025 and Kings League MENA Presentation are some of the headline entertainment experiences of this summer’s EWC, the world’s largest esports event, hosted in Riyadh through to August 24, 2025. The tournament’s unique cross-game format brings together over 2,000 elite players and 200 Clubs, competing across 25 tournaments in 24 games for a life-changing $70m+ prize pool.

This year, icons Magnus Carlsen and Cristiano Ronaldo join the Esports World Cup as Global Ambassadors, bringing their competitive legacy and global reach to the world’s biggest esports stage. Carlsen, the reigning chess champion, also competes in the inaugural EWC Chess Tournament (July 29–31).

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2025 PUBG MOBILE Global Championship Details, Format, and Map Changes Revealed at Esports World Cup

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James Yang, Senior Director of Global Esports at Level Infinite, has shared a number of exciting reveals for the future of PUBG MOBILE Esports. Among this news is the official plan for the second half of the 2025 competitive season, including further information on the format and changes coming to the prestigious PUBG MOBILE Global Championship (PMGC) at the end of the year. These changes are set to amplify the excitement at the final major competition in this year’s circuit, allowing more opportunities for teams to make it to number one.

As the final tournament of the annual PUBG MOBILE Esports circuit, the 2025 PMGC is the most anticipated event of the year, with professional teams vying for their chance to etch their name in esports history as the ultimate Champions of the PUBG MOBILE year. For this reason, the best teams across the world are invited to take their shot at victory. This year sees the introduction of the Gauntlet Stage to the tournament — an initial stage where the 16 best teams from each region are selected for an initial chance to go straight to the Grand Finals, with six slots up for grabs.

In order to qualify for the Gauntlet Stage, teams must be placed within the top two or three spots in the regional 2025 PUBG MOBILE Super League (PMSL) Fall Rankings, but this is not the only opportunity to enter the tournament. The bottom 10 ranked teams from the Gauntlet will enter the Group Stage, alongside 22 teams from across the globe. These 22 teams are made up of the top-scoring teams from every region, with the combined 32 teams facing off in two groups for a further four qualifying slots per group.

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The final two slots are made up of the overall winner of the host-region invite slot and the winner of the Last Chance stage, where the teams ranked 5th-12th from the Group Stage will get one more shot at qualifying for the Grand Finals.

Many other changes were announced as PUBG MOBILE Esports seeks to close the gap between professional play and the wider player experience. Kicking this off, Rondo is replacing Sanhok in the official map rotation from the 2025 PMSL Fall Season, and with it comes a myriad of impactful changes. To begin, the Recall System makes a return to the competitive formula, allowing eliminated players to rejoin the battle should their teammates safely secure their tag. Sentry Guards and drops will also be introduced in keeping with the original Rondo experience and the Blue Zone speed will remain the same. However, the iconic map stores will not be available, meaning players will have to scavenge for gear just as they do in other maps.

With the action-heavy updates revealed, PUBG MOBILE Esports has also highlighted some of the best moments across the various tournaments to date. This involves a look at the skill of standout performances, key historical moments, and also recognising amazing examples of how gaming can connect people across the globe.

Beginning with the former, following two years of persistence, Indonesia’s GluSquad Esports made their mark on the game, qualifying for the PMSL SEA for the first time, earning widespread support for their fresh energy in the summer season. Waves were also made in Africa, as Memoitho made history becoming the first woman in PUBG MOBILE Esports to reach the Top 3 in the 2025 PUBG MOBILE Africa Cup (PMAC) Kenya Solo Competition. Then to Nepal, where Horaa Esports celebrated their qualification in the 2025 PMWC, marking their debut entry into a major global tournament.

Alongside these great stories are many heartwarming highlights from over the years, such as Team Nile’s own 11011Enemy, who defied the odds while managing mobility issues from sickle cell disease, securing MVP in a crucial match, and going on to represent Nigeria in Saudi Arabia. In a similar vein, a community of gamers with disabilities from Turkey were brought together by PUBG MOBILE, growing into a 50 person group of supportive players across the country. PUBG MOBILE is also celebrating the love and support shown by pro players’ families. Earlier this year, the father of Regnum Carya Esports’ Sylas celebrated his son’s success at the 2025 PUBG MOBILE Global Open (PMGO). Then at the 2025 PMWC, the father of POWR Esports’ Alhaje cheered on his son from the crowd as the weekend unfolded. With this, both of these proud fathers proved their place as their sons’ number one fans. Last but not least, fans will remember how football star Richarlison met his partner through their mutual love for PUBG MOBILE Esports.

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With a plethora of significant updates to the tournament formula, the reintroduction of impactful features, and many more stories to be made, PUBG MOBILE Esports fans have plenty to look forward to for the rest of the year and beyond.

The post 2025 PUBG MOBILE Global Championship Details, Format, and Map Changes Revealed at Esports World Cup appeared first on European Gaming Industry News.

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Magnus Carlsen Claims Inaugural Chess at 2025 Esports World Cup Title as Two Grand Masters Clashed on the World Stage

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Magnus Carlsen has claimed the inaugural Chess at 2025 Esports World Cup title, beating out Alireza Firouzja in a thrilling final series.

Representing Team Liquid, Magnus Carlsen was able to secure a straight 2-0 series victory against Team Falcons’ French star Alireza Firouzja. The Norwegian grandmaster entered Chess at EWC 25 as the favourite, and it was clear to see why. As for his Team Falcons opponent, Firouzja, while he had moments of brilliance, the gulf in class between the two in this series showed.

The world number-one swept the Team Falcons representative in sensational style with a straight sets victory that reaffirmed his status as one of the all-time greats. Carlsen took the first set 3-1, before dominating the second set 3-1 once again to secure a 2-0 series victory.

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Magnus Carlsen’s win sees Team Liquid claim their first victory at the 2025 Esports World Cup. The victory continues a great year thus far for Magnus Carlsen, who won Chess.com’s 2025 Champions Chess Tour to qualify for the EWC, as well as his seventh Norway Chess title and the 2025 Grenke Chess Freestyle Open with a perfect 9/9 score.

“I am very happy, a little bit relieved as well. There was a point in the second set where I felt I let him back in the match for no reason. Overall, I’m happy with the way I played and the way I pressured him on the clock. A couple of times I rushed a little bit, but that comes with everything,” said Carlsen.

“I think it’s been incredible. Not only playing, but watching the others. It’s been an amazing show, unlike anything I’ve seen so far. It’s just been a joy. I hope this is a big part of the future of chess. I’m really thankful to EWC for believing in Chess, for Team Liquid for believing in me as well, and for making Team Falcons have to fight at least a little bit for the Club Championship,” he said.

The post Magnus Carlsen Claims Inaugural Chess at 2025 Esports World Cup Title as Two Grand Masters Clashed on the World Stage appeared first on European Gaming Industry News.

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