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How Esports Companies Can Address The Confusion Around Gambling

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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.

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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.

 

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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.  

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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. 

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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.  

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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!

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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.

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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. 

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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

adidas Levels Up Esports World Cup with Exclusive Gear

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The Esports World Cup Foundation (EWCF) and adidas, the leading global sports brands, announced a groundbreaking partnership that bridges the worlds of athletics and digital competition. As the official merchandise sponsor of the Esports World Cup, adidas will provide esports athletes with exclusive gear, supporting their pursuit of victory.

As the Esports World Cup unfolds, adidas will provide all athletes with premium kits. The partnership also extends to the event staff, with EWC crew, ushers, and access control personnel sporting co-branded adidas apparel.

“The Esports World Cup is proud to partner with adidas, a brand that embodies the spirit of competition and innovation” said Mohammed Al Nimer, Sales Director, Esports World Cup Foundation. “This partnership allows adidas to connect with a passionate and dedicated fanbase, presenting a unique opportunity to engage with the rapidly growing esports community. We look forward to co-creating innovative experiences that excite fans and elevate the esports landscape.”

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“Building on the success of our Gamers8 partnership, adidas is thrilled to join forces with the Esports World Cup, a global leader in esports and gaming,” said Bilal Fares, SVP & General Manager Middle East, North Africa, Ukraine, Central Asia, and The Caucasus, adidas. “Our return to Riyadh underscores our commitment to this dynamic community. This collaboration highlights adidas’ dedication to the Kingdom’s growing gaming scene and our ongoing exploration of sports and entertainment.”

Beginning July 3, the Esports World Cup will transform Riyadh into the epicenter of esports fandom and gaming culture. Located in Boulevard City, fans can watch their favorite athletes and clubs compete across 22 game championships for a share of more than $60 million in life-changing prize money — the largest prize pool in esports history. Across eight weeks, the Esports World Cup will also feature festival activities that include numerous gaming activations, community tournaments, pop culture celebrations, international experiences, and more.

The post adidas Levels Up Esports World Cup with Exclusive Gear appeared first on European Gaming Industry News.

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SIS and bet365 expand H2H Global Gaming League™ presence in US with esports products now live in Ohio and Arizona

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SIS Content Services, part of the SIS Group (Sports Information Services), has further expanded its United States footprint with bet365 offering its H2H Global Gaming League™ (H2HGGGL) eBasketball and eSoccer games in Ohio and Arizona.

After bet365 successfully launched H2HGGL eBasketball in New Jersey in late 2022, the product has since gone live in Colorado, Kentucky and, most recently, Ohio and Arizona. The product set has further expanded through the launch of eSoccer games, with bettors now enjoying the full range of industry-leading H2HGGL esports content.

Developed specifically for betting, SIS produces over 150,000 H2HGGL events annually, providing a full end-to-end solution with integrity at its core.

The short-form, events-based esports product, which sees professional gamers compete in eBasketball and eSoccer games from SIS’ self-contained UK studios, is proven to deliver superior margins around the clock, adding as much as 10% in value in the basketball and soccer verticals on sportsbook platforms.

The products feature ultra-low (sub-second) latency live streaming, visible ESIC-trained integrity referees for every game, live caster commentary, and on-screen graphics.

Richard Ames, Chief Executive, SIS, and President, SIS Content Services, said: “We are rapidly expanding the presence of our H2H Global Gaming League™ across the US, which is significantly boosting engagement and margin for our partners. With content live in five states, our relationship with long-term partner bet365 has been further strengthened as we continue to assist them with growth in the region.”

Michele Fischer, Vice President, SIS Content Services, said: “We are thrilled that our esports products are now live in Ohio and Arizona. Both states have significant fan engagement in professional and college sports, and the H2H Global Gaming League™ has already shown to have positive appeal to the bet365 customer base.”

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eSports

HAWKS TALON GC ELIMINATED FROM THE TICKET, ENDS 2024 SEASON

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Hawks Talon GC, the official NBA 2K League affiliate of the Atlanta Hawks, were eliminated from the TICKET on Tuesday night after falling to the No. 5 Nets GC 88-79, ending their 2024 season.

Talon entered the last chance tournament as the No. 4 seed, amassing 60 points over the TIPOFF and TURN 5v5 tournaments.

“Ending the season in the TICKET is always a tough way to go out, but there are a ton of things we can take away,” said Hawks Talon Head Coach Ismael ‘MAELO’ Diaz Tolentino. “The way Bait, Duck, Low, and E all meshed with MDS in their first year with us is something to be proud of. Our guys fought throughout both threes and fives all season, and all of them should keep their heads up going into next year.”

Talon finished 3v3 gameplay with a 7-9 record over group and bracket play, including a 4-4 record in bracket play, and finished the 5v5 season with a 6-6 record over the TIPOFF and TURN.

During the 3v3 SLAM tournament, Talon finished as one of the top six teams, starting out 3-0 in bracket play and earning $8,000 from the prize pool.

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Mark David “MDS” Smith led the Talon in scoring throughout the 5v5 season, averaging 28.0 points and 7.1 assists in 12 games. During the week of May 27-June 2, MDS earned Player of the Week honors behind a 60-point performance against Celtics Crossover Gaming, breaking the franchise record for most points in a game and the fifth most in NBA 2K League history. He also became only the second player in franchise history to win Player of the Week.

Ludlow “LOW” Samuels averaged a double-double, collecting a team-high 10.4 rebounds to go along with 13.5 points throughout the 5v5 season while Christopher “Duck” Charles dished out a team-high 9.5 assists.

Talon newcomer Elijah “Underratedgoat” Spears netted 12.3 points, while rookie Tyler “Baitpickk” Montague collected 6.9 points and 3.7 rebounds per game.

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