Connect with us

eSports

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

Published

on

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.

Akshat Rathee

Indian Esports 2026: Strategic Growth and the Asian Games Milestone

Published

on

indian-esports-2026:-strategic-growth-and-the-asian-games-milestone

The Indian esports landscape is transitioning from a period of rapid “spectacle” growth to a phase defined by lasting institutional structure. Following the implementation of the Promotion and Regulation of Online Gaming Act (PROGA), 2026 is set to be the year where regulatory clarity, international competition, and domestic grassroots development converge.

 

The Impact of PROGA: Policy into Practice

The Promotion and Regulation of Online Gaming Act (PROGA), signed into law in August 2025, has officially moved from policy to practice. Its primary contribution to 2026 is the explicit separation of esports from money-based gaming.

  • Legitimacy: By categorizing esports as a legitimate competitive pursuit, PROGA has unlocked state-level adoption and cleared the way for schools and colleges to integrate gaming into their sports frameworks.

  • Commercial Confidence: With a clear regulatory environment, brands in sectors like FMCG, automotive, and BFSI are now viewing esports as a stable, long-term youth engagement platform rather than a risky experiment.

  • Athlete Pathways: PROGA facilitates the creation of standardized national registries for athletes, ensuring that competitive integrity is maintained across grassroots and professional tiers.

The Asian Games 2026: A Global Stage

The Asian Games 2026 in Aichi and Nagoya, Japan, serves as the most critical milestone for the ecosystem this year.

  • Medal Status: Esports will feature as a full medal event with 11 confirmed titles, including League of Legends, PUBG Mobile (Asian Games Version), and Pokémon UNITE.

  • Indian Prospects: India’s best historical result (quarter-finals in League of Legends at Hangzhou) has set a high bar. For 2026, the focus has shifted toward high-performance training camps and long-term athlete mentorship to secure a podium finish.

  • Multi-Sport Integration: Participation alongside traditional athletes reinforces the narrative that esports is a viable professional career, further encouraging government investment through schemes like Khelo India.

Market Evolution and Key Trends

The Indian gaming market is projected to reach approximately $5.02 billion in 2026, driven by a massive player base exceeding 500 million gamers.

Trend Impact in 2026
Mobile Dominance Over 95% of the market remains mobile-first, fueled by 5G expansion and affordable hardware.
Beyond BGMI 2026 is seeing a push to diversify the market into fighting games, sports simulations, and PC titles to avoid “one-title dependency.”
Monetization Shift Revenue is shifting from pure advertising toward battle passes, subscription models, and in-game progression.
Tier II & III Growth Most new user acquisition is coming from smaller cities, demanding more vernacular and localized content.

The post Indian Esports 2026: Strategic Growth and the Asian Games Milestone appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

Continue Reading

Anushka Bhatnagar

From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming

Published

on

from-rolling-loud-to-riot-games:-how-2025-became-the-year-of-indian-gaming

Editor’s Take

Why this matters: India has long been a mobile-first gaming market (thanks to PUBG Mobile/BGMI). But 2025 proved that PC esports is not dead; in fact, it’s thriving culturally. Riot’s ability to integrate VALORANT into mainstream Indian youth culture—from “topper” billboards on exam result day to hip-hop festivals—is a masterclass in localized marketing. The success of S8UL Esports in League of Legends also signals that South Asia is finally ready to compete in global Tier 1 events.

The Full Story

Riot Games has released a retrospective on 2025, describing it as the year gaming in South Asia “didn’t feel tucked away anymore,” but rather became an unmistakable part of mainstream culture.

From filled cafés during watch parties to billboards featuring “inside jokes” from voice comms, the publisher’s year was defined by a massive surge in engagement across India, Bangladesh, Sri Lanka, Nepal, Maldives, and Bhutan.

The Competitive Surge: LoL and VALORANT The year began with the launch of Legends Ascend South Asia, a structured pathway for League of Legends talent that the region had been demanding. Ninety-five teams competed, culminating in S8UL Esports lifting the trophy and qualifying for the LCP Wild Card Playoffs—placing South Asian talent directly into the global conversation.

Simultaneously, PC esports found its footing in India through VALORANT Challengers South Asia.

  • The Numbers: The circuit recorded over 103 million live and non-live views throughout the season.

  • The Finals: The LAN event peaked at 50,000 concurrent viewers, proving that the appetite for PC tactical shooters remains fierce in a mobile-dominated region.

Cultural Crossovers: V5 and Rolling Loud Midway through the year, VALORANT celebrated its fifth anniversary (V5) with a campaign deeply rooted in Indian student culture.

  • “VAL Toppers”: On JEE results day (a major academic milestone in India), Riot reimagined the traditional “exam topper” billboards to celebrate Radiant-ranked players, sparking a viral conversation.

  • Rolling Loud India: In November, gaming met hip-hop. Riot integrated VALORANT into one of the world’s largest hip-hop festivals, with karaoke pods and gaming zones operating alongside performances by Wiz Khalifa and Central Cee.

Management Commentary Anushka Bhatnagar, Publishing Lead for Riot Games India & South Asia, reflected on the shift:

“2025 felt like a year when India’s gaming and esports landscape stepped into the centre of cultural conversation. VALORANT turning five reminded us how deeply the community here has shaped the game. From grassroots watch parties to moments like Rolling Loud, the ecosystem grew with a confidence that felt distinctly homegrown.”

Grassroots Momentum Beyond the flash of festivals, the year was sustained by community energy. College events introduced first-time players to the ecosystem, while local watch parties turned malls into pop-up arenas, ensuring that the growth of South Asian gaming was built “together” rather than just broadcast from above.

The post From Rolling Loud to Riot Games: How 2025 Became the Year of Indian Gaming appeared first on Gaming and Gambling Industry Newsroom.

Continue Reading

CS2

GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2

Published

on

ggrecap-2025:-how-gg.bet-bridged-the-gap-between-football-and-cs2

Editor’s Take

Why this matters: While many operators treat sports and esports as separate silos, GG.BET spent 2025 actively dismantling that wall. Their strategy isn’t just about slapping logos on jerseys; it’s about content crossovers. Events like the “Match of LeGGends”—where pro footballers played Counter-Strike against NAVI—demonstrate a sophisticated understanding that the modern bettor is often a hybrid fan. This cross-pollination strategy is likely the future of betting marketing.

The Full Story

GG.BET, the international betting brand, has released a comprehensive video recap of its 2025 activity, showcasing a year defined by major traditional sports sponsorships and innovative projects that blurred the lines between the pitch and the server.

The recap, which details the operator’s expansion in both the sports and esports verticals, highlights a strategy built on immersive content rather than passive branding.

Traditional Sports: Boxing and Football In the world of traditional sports, GG.BET secured high-visibility partnerships. The brand served as the official partner for the heavyweight clash between Usyk and Dubois II, executing a global media campaign at Wembley Stadium.

In Ukraine, a key licensed market for the brand, GG.BET solidified its football presence by signing a three-year contract with the legendary FC Dynamo Kyiv, alongside sponsorships of FC Polissya and FC Zorya.

  • The “Dynamo 3.0” Campaign: To celebrate Dynamo Kyiv’s 30th championship, GG.BET hosted a “star-studded” press event featuring a short film on the team’s history, custom jerseys, and fan-centric activations, moving beyond standard sponsorship duties.

Esports Innovation: Mapping the Industry GG.BET continued to lead in its native esports territory. A standout project was the launch of the Interactive Esports Map in collaboration with Esports Charts. This tool provides users with retrospective data on global esports trends, including regional top disciplines and prize fund statistics.

The brand also focused on industry education, organizing the “Ukraine in Esports: Myth vs Fact” panel at the SBC Summit Ukraine and curating a unique “Esports Museum” to display legendary trophies and history.

Blurring the Lines: The “Match of LeGGends” Perhaps the most distinct initiative of 2025 was the “Match of LeGGends: Server Derby.” This crossover show match saw the current NAVI Counter-Strike 2 roster face off against footballers from Dynamo Kyiv inside the game server.

  • The Format: GG.BET designed unique game modes and special rules for the event, which was streamed with commentary from major figures in sports and entertainment. The project successfully introduced traditional sports fans to esports mechanics and vice versa.

Industry Recognition The efficacy of this hybrid communication strategy was acknowledged by the wider industry, with GG.BET securing the Operator of the Year in CEE title at the EGR Global Europe Awards 2025.

The post GG.RECAP 2025: How GG.BET Bridged the Gap Between Football and CS2 appeared first on Gaming and Gambling Industry Newsroom.

Continue Reading

Trending

Get it on Google Play

Fresh slot games releases by the top brands of the industry. We provide you with the latest news straight from the entertainment industries.

The platform also hosts industry-relevant webinars, and provides detailed reports, making it a one-stop resource for anyone seeking information about operators, suppliers, regulators, and professional services in the European gaming market. The portal's primary goal is to keep its extensive reader base updated on the latest happenings, trends, and developments within the gaming and gambling sector, with an emphasis on the European market while also covering pertinent global news. It's an indispensable resource for gaming professionals, operators, and enthusiasts alike.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2024 - Recent Slot Releases is part of HIPTHER Agency. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania