eSports
How Esports Companies Can Address The Confusion Around Gambling
An exclusive Q&A w/ Gary Denham, Founder and CEO of Wamba Technologies and Gamer’s Oasis
What inspired you to found Wamba Technologies and develop the patented esports platform, Gamers Oasis?
My motivation was the void of wholly accessible online gaming competitions. Wamba Technologies, in conjunction with Gamers Oasis, aims to create a platform where gamers can engage in fair and constant competition, free from any suspicions of impropriety, while winning money as a result of their performance. Basically, players will be able to pay an entry fee into an online competition, compete, and win money back if they place well enough in the competition.
Could you elaborate on why the misconception of esports as a form of gambling exists despite the legal framework distinguishing skill-based competitions from games of chance?
This misperception arises from the similarities between online esports competitions and traditional gambling activities, particularly where participants are paying an entry fee and vying for monetary rewards. However, at the most basic level, it comes from industry ignorance.
Anyone who has actually looked at this or participated in esports knows this is no different than tennis, golf, NASCAR, motocross, etc. This just happens to take place online. Aside from that, there is really no difference.
In your recent Forbes article, you draw parallels between online video game competitions and the financial structure of online poker. How do you see this comparison influencing the perception of esports within the regulatory landscape?
This comparison sought to underscore the potential revenue from esports while addressing any misunderstandings regarding its classification as gambling. By framing esports within a recognizable regulatory context and emphasizing its skill-based nature, the intent was to facilitate clearer guidelines and regulations conducive to industry growth. Beyond that, I also wanted to illustrate just how much untapped financial potential exists in the industry, which I aim to capitalize on with Gamers Oasis.
How do you think the historical context of online poker and its impact on the perception of online gambling influences the current discourse surrounding esports and its legal classification?
The confusion and misconceptions stemming from the past have contributed to the ongoing debate over whether esports should be deemed a form of gambling, despite its inherent emphasis on skill. Here is where it becomes very clear: remove the internet from the equation and consider the question again.
Has anybody looked at “real life” video game competitions as “gambling” in the last 40 years (aside from Las Vegas trying to get their hands on it, and failing)? Of course not. So why would featuring the same exact competitions on the internet suddenly somehow magically make this gambling?
It doesn’t. Ergo, this is CLEARLY not gambling.
What measures do you believe are necessary to establish clear guidelines and regulations for esports, ensuring both consumer protection and industry growth?
Nothing governmental. I think where esports are concerned, regulators need to stay out of it.
Will they? Only time will tell — but we don’t regulate golf, NASCAR, tennis, or any other sports. Sure, they each have their own rulemaking bodies, but those are not governmental entities, nor should they be.
I think that to make an exception for esports would set an extremely dangerous precedent and open up all sports to such regulatory oversight. Quite frankly, the day I see the government actually make something in corporate America better, I may be willing to revisit this sentiment. Until then….
How much of the gaming population do you expect to be interested in a platform like Gamers Oasis?
With approximately 660 million actual and potential esports players globally, I expect a significant portion of the gaming population to be interested in a platform like Gamers Oasis. Hundreds of millions of players are traveling to various locations to participate in competitions already.
To give them the ability to simply access this from the convenience and comfort of their own home is something that has gone over exceedingly well in all other comparable situations which we’ve seen. Banking. Shopping. Poker. Collectibles. Multiplayer, casual gaming. Now we’ll see it with video game competition.
What can you share about monetization issues in esports and how Gamers Oasis plans to tackle the problem?
Monetization challenges in esports often stem from an attempt to mirror the traditional sports’ viewer-based model, where money is made by bringing fans out to stadiums or by encouraging them to buy merchandise. In this model, revenue comes from ad sales and sponsorships in addition to gate sales and merchandising.
While that works with traditional sports, it doesn’t translate well to esports. However, with the ease of access to gaming reaching an exponentially larger number of players than traditional sports reaches viewers (basically, not everyone can throw a baseball, but 40% of earth’s population plays video games), focusing on a player-based model that encourages everyone to participate, rather than merely making them a viewer, can produce far greater emotional attachment to the sport resulting in more participation time, more monetization opportunities in general, and ultimately, as a result, more revenue. Simply put, viewers generate some revenue for the sport, but players can be worth much much more than viewers. In video games, every viewer is a potential player, so, let’s make them players!
This is where Gamers Oasis will shine. We are developing technology that will allow players of all skill levels to compete and to know that they are engaging in fair competition. Basically, you could be a bad player, but know that you will only be competing against other bad players, giving you a real chance to win money. This is something that nobody else has seemed to be able to produce in a meaningful manner. We have a way to do this and to ensure this fair play. When anyone can win, all will play. When everyone is playing, the industry experiences exponential growth.
Looking toward the future, what do you see as the future of esports, more specifically in terms of regulatory frameworks and industry development?
One of the fundamental problems esports has had up until now is there is no universal set of guidelines. As I said before, I firmly believe that the government is not the answer.
With our patent, one of the things we intend to do is to have all parties who are licensing the patent join us in setting up core guidelines for all games which feature our technology. We see this as a sort of a start in creating that centralized entity which can help establish and enforce certain guidelines, keeping it as a consensus based entity composed of the major parties who are involved with us in these endeavors, a democratic approach of sorts, with us primarily facilitating the laying of the foundation.
What kind of a relationship do you envision between the casino industry and the esports industry?
Casinos are all about entertainment, and esports bring a whole new level of that to their customers. The possibilities are exciting in that whole new esport-themed experiences can be hosted within casinos. And as casinos seek to diversify their offerings to attract younger demographics, esports present a lucrative opportunity for engagement and revenue generation through esports betting and tournaments themselves.
I think that third-party betting should be separated from any true esports platform. A true esports platform should only have the player paying their entry fees and should not involve third parties wagering on the outcome when they are not actually involved in the competition.
This is where the casino industry comes in. The casinos can be a distinct and separate entity to facilitate those kinds of transactions, keeping them wholly separated from the platforms featuring esports.
One of the major reasons for this separation is age requirements. A true esports platform should allow kids (with parental permission) to be allowed to compete just as they do in real life. However, I feel very strongly that wagering on anything as a non-participant should have some restrictions, as it has the means to cause harm to younger, developing minds. By separating the two, we can keep the competition platforms “kid friendly” while still serving the needs of the audience that seeks the other service.
eSports
$75 Million Prize Pool, Full Game Lineup and Schedule Announced for Esports World Cup 2026
The Esports World Cup Foundation (EWCF) announced a total prize pool of $75 million alongside the full game lineup and schedule for the Esports World Cup 2026 (EWC), the world’s largest esports event, set to return to Riyadh, Saudi Arabia, from July 6 through August 23. More than 2000 players and 200 Clubs from over 100 countries will compete in 25 tournaments across 24 games over seven weeks to crown the next Esports World Cup Club Champion.
The record-breaking prize pool reflects the evolution of the EWC as a premier sporting event and the anchor multi-title competition within the global esports ecosystem. Delivered at scale for a third year through an established, cross-game format, the EWC brings together the world’s best players, Clubs, games and a global community of fans through a shared calendar that sets the rhythm of the global esports season.
“The life-changing prize pool exists to support the people at the heart of esports: the players and the Clubs that invest in them year after year. EWC is different because of the Club Championship. One title crowns a champion. EWC crowns the ultimate cross-game Club Champion,” said Ralf Reichert, CEO of the Esports World Cup Foundation.
In 2026, the EWC Club Championship, the EWC’s flagship cross-game competition, will award $30 million to the top 24 Clubs, an increase of $3 million year-on-year. The winning Club will receive $7 million, with increased prize allocations distributed across the remaining top finishing positions. Last year’s Club Championship title was decided in the final week of competition, with seven Clubs remaining in contention entering the closing stages.
Individual Game Championships will each carry their own prize pools, with combined allocations exceeding $39 million. The remainder of the prize pool will be distributed through a combination of Club and Player Awards, including MVP awards for each tournament and the Jafonso Award for players or Clubs that win a Game Championship after advancing from a Last Chance Qualifier, as well as through qualifying events hosted by partnered publishers and organizers ahead of the EWC 2026 main event in Riyadh.
Alongside the prize pool, EWCF will continue to operate ecosystem support programs, including the EWCF Club Partner Program and the Road to EWC qualification system. The 2026 Club Partner Program will again support a lineup of 40 top global esports organizations, while publisher-led circuits, tournaments, and grassroots events provide the foundation for the Road to EWC, giving more players and Clubs defined qualification pathways to compete in Riyadh.
Twenty-four competitive titles, including new additions Fortnite and Trackmania, will showcase the best Clubs, players and talent the esports world has to offer on stage at EWC 2026 in Riyadh this summer. The EWC 2026 lineup of games features: Apex Legends, Call of Duty: Black Ops 7, Call of Duty: Warzone, Chess, Counter-Strike 2, Crossfire, Dota 2, EA Sports FC 26, FATAL FURY: City of the Wolves, Fortnite, Free Fire, Honor of Kings, League of Legends, Mobile Legends: Bang Bang, Overwatch 2, PUBG: Battlegrounds, PUBG Mobile, Rocket League, Street Fighter 6, Teamfight Tactics, TEKKEN 8, Tom Clancy’s Rainbow Six Siege X, Trackmania, and VALORANT.
EWC 2026 competitions will be staged across seven weeks and multiple arenas, allowing several game championships to take place in parallel with a coordinated, multi-venue schedule designed to enhance fan experience and viewership across the lineup.
Tickets for EWC 2026 will be available at esportsworldcup.com, and through EWC 2026 international ticketing partners: Webook, Platinumlist, Damai, Maiseat, and Tixr. Early Bird tickets include Weekly Access Passes, Premium Tournament Passes, and Hospitality Packages for the Esports Embassy, the EWC’s premium on-site hospitality destination.
The announcement builds on the landmark success of the Esports World Cup 2025. In its second year, EWC reached 750 million viewers worldwide and generated 350 million hours watched, with peak concurrent viewership of 7.98 million during the League of Legends at EWC ‘25 tournament. Coverage was delivered across 28 platforms through 97 broadcast partners and more than 800 channels in 35 languages. Twenty-five tournaments spanning 24 games featured more than 2000 players representing approximately 200 Clubs from over 100 countries. In Riyadh, the EWC and its Festival welcomed more than 3 million visitors over the seven-week event.
The post $75 Million Prize Pool, Full Game Lineup and Schedule Announced for Esports World Cup 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Asia
World Esports Summit Celebrates Its 10th Edition in Busan
The World Esports Summit returns to Busan, South Korea, for its 10th edition, taking place on 10–11 February 2025.
Hosted at the Wyndham Grand Busan, the Summit will bring together 40+ speakers from the international esports ecosystem, including representatives from federations, publishers, global brands, sports organizations, technology companies, and public institutions.
Over the past decade, the World Esports Summit has provided a platform for dialogue and cooperation among stakeholders shaping the world of esports. The 2025 edition will continue this role, offering space for discussion on current developments, industry challenges, and future directions.
The Summit will feature contributions from a wide range of organizations, including Alibaba, FIBA, FIFAe, Tencent, Moonton, NetEase, FIA, Sportradar, EFG, Good Game, Telekom, among others.
Across two days, participants will take part in keynote sessions and panel discussions addressing topics such as esports governance, international collaboration, industry development, integrity, and the continued convergence of esports and traditional sports.
Further information on the program, speakers, and registration is available on the official World Esports Summit website.
The post World Esports Summit Celebrates Its 10th Edition in Busan appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Age of Empires competitive
Team Vitality Enters Age of Empires II Esports with Star-Studded Roster
Team Vitality, one of the most influential names in modern esports, has officially announced its entry into the Age of Empires II competitive scene. This marks a major milestone: the merging of a contemporary esports powerhouse with one of the most iconic real-time strategy franchises in history.
Aiming for the Throne: Star-Studded Roster
Team Vitality isn’t just entering for exposure — they are targeting dominance. The team has assembled a roster featuring three of the most decorated players in Age of Empires II history:
- Hamzah “Hera” El-Baher – The Golden Boy
Known for his unmatched consistency and strategic mastery, Hera defines the modern AoE era. In 2023, he achieved a historic 14-tournament winning streak in S-Tier events. Fresh off his Red Bull Wololo: El Reinado 2024 victory, the current Player of the Year is set to continue his reign under the Vitality banner. - Kai “Liereyy” Kallinger – The Archer God
Renowned for exceptional micro-management and aggressive play, Liereyy brings mechanical perfection and explosive strategies to the squad. A multi-time Red Bull Wololo Champion (II & IV), the Austrian star is widely regarded as one of the most spectacular talents in the game’s history. - Hernán “Hearttt” Pizarro – The Veteran Strategist
With a professional career dating back to 2012 and 80+ tournament appearances, Hearttt is the rock of the team. Named Comeback Player of the Year 2023, the Peruvian strategist provides depth, resilience, and unparalleled tactical insight.
First Major Appearance: Red Bull Wololo 2026
Team Vitality’s AoE II roster will make its competitive debut at Red Bull Wololo 2026: Londinium, one of the most prestigious events on the global RTS calendar. Fans can expect high-level strategic gameplay and the start of Vitality’s quest for world championship titles in the genre.
“At Team Vitality, our expansion is always driven by a certain ambition: to compete for and win World Championships in the world’s most iconic games. Age of Empires and our new superstar lineup align perfectly with that vision… We are honored to be part of this history and can’t wait to welcome AoE fans into the Vitality Hive.” — Danny Engels, Corporate Director, Global Operations, Team Vitality
Why This Matters
Team Vitality’s entry into Age of Empires II is a significant moment for the RTS esports ecosystem:
- It bridges legacy RTS titles and modern esports organizations.
- Brings global visibility to Age of Empires II tournaments.
- Sets the stage for strategic showdowns at major international events.
With Hera, Liereyy, and Hearttt, Team Vitality is positioned to challenge for the top spots in competitive AoE II and potentially reshape the RTS landscape for years to come.
The post Team Vitality Enters Age of Empires II Esports with Star-Studded Roster appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
-
Austria7 days agoEU Court Ruling on Online Gambling Liability: Players Can Sue Foreign Operators’ Directors Under Their Home Country Law (Case C-77/24 Wunner)
-
Latest News7 days agoSKIP THE QUEUE WITH THE MIDNITE SHUTTLE: MIDNITE TEAMS UP WITH SNOOKER LEGEND TO OFFER FANS A FREE SHUTTLE SERVICE FROM ALLY PALLY STATION
-
Continent 8 Technologies7 days agoContinent 8 and CEO Michael Tobin claim number one spot in GamblingIQ’s global ‘Security 10’ rankings
-
CGCC7 days agoADVISORY: ILLEGAL GAMBLING OPERATION USING FORGED COMMISSION CREDENTIALS
-
Balkans7 days agoCT Interactive Appoints Martin Dimitrov as its New Commercial Manager
-
Cash Collect Mechanic7 days agoRed Papaya Launches Nova Blast Ultra: A Cosmic Slot Adventure via Microgaming
-
Latest News7 days agoLogifuture’s Simulate plays AFCON final 1,000 times to predict 2026 champions
-
Latest News7 days agoWeek 3/2026 slot games releases



