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.
Compliance Updates
BETBY JOINS ESIC AS OFFICIAL TIER 1 ANTI-CORRUPTION PARTNER

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The Esports Integrity Commission (ESIC) is pleased to welcome BETBY as its newest Tier 1 Anti-Corruption Partner. As a sportsbook solutions provider operating across global markets, BETBY’s collaboration with ESIC demonstrates a commitment to mitigating integrity risks within the esports ecosystem.
ESIC’s Anti-Corruption Supporter program brings together betting operators and key industry stakeholders who contribute directly to the detection, analysis, and investigation of suspicious betting activity. Supporters play a vital role in safeguarding esports from threats such as match manipulation, betting fraud, and related integrity breaches by providing data and operational cooperation in ESIC’s monitoring and enforcement framework.
As part of its Tier 1 Anti-Corruption Partner role, BETBY will share critical insights with ESIC, enhancing the Commission’s capacity to identify and address potential risks in real time. BETBY’s cooperation strengthens ESIC’s ability to protect the integrity of competitions and reinforces BETBY’s alignment with global standards of transparency and accountability in esports betting operations.
By joining ESIC’s Anti-Corruption Supporter program, BETBY becomes part of a global network of operators and stakeholders working with ESIC to uphold fairness, credibility, and trust within the esports ecosystem. This collaboration highlights the shared industry responsibility to establish sustainable standards of integrity and ensure long-term confidence in the growth of esports and esports betting.
Stephen Hanna, CEO of ESIC, commented: “BETBY’s recognition as a Tier 1 Anti-Corruption Partner reflects a shared commitment to strengthening the integrity framework of the global esports ecosystem. ESIC’s Anti-Corruption Supporter program relies on the proactive cooperation of stakeholders like BETBY, whose data and operational insights contribute directly to our ability to identify and mitigate integrity threats. This cooperation is another important step towards ensuring that esports competitions remain fair, credible, and sustainable for all participants and stakeholders.”
Leonid Pertsovskiy, CEO at BETBY added: “Integrity has always been at the heart of BETBY’s values and vision. Esports is one of the fastest-growing sectors in our industry, and with that growth comes a responsibility to ensure it develops on a foundation of fairness, trust, and transparency. By joining forces with ESIC, we are not only supporting higher standards of governance in esports, but also reaffirming our dedication to creating a sustainable and ethical competitive environment. At BETBY, we believe that innovation and excellence can only thrive when they are built on integrity, and this partnership reflects our long-term commitment to the future of esports.”
The post BETBY JOINS ESIC AS OFFICIAL TIER 1 ANTI-CORRUPTION PARTNER appeared first on European Gaming Industry News.
BETER
BETER Teams Up with FIRST

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In-demand fast-betting content provider brings its esports and sports products to a Tier-1 sportsbook supplier
BETER, the award-winning provider of fast-betting content and data for esports and sports, has entered into a strategic partnership with FIRST – Best in Sports, a Tier-1 sportsbook supplier.
Through this collaboration, FIRST will integrate fan-favorite ESportsBattle tournaments, initially taking eFootball and eBasketball, as well as world-renowned Setka Cup table tennis tournaments.
BETER delivers 24/7 live streaming, real-time data, and hyper-accurate odds for approximately 700,000 fast-paced events each year, offering up to 50 markets per event with an average operator margin of 7.5%+.
Its esports portfolio includes ESportsBattle tournaments, featuring eFootball, eBasketball, eHockey, and the recently launched eTennis. Its sports portfolio features the Setka Cup table tennis series, BSKT Cup basketball league, GTR Cup tennis tournaments, Padel tennis, as well as coverage of official cricket tournaments and leagues worldwide.
BETER ensures the highest standards of fairness and transparency across its content offerings, backed by collaborations with ESIC and IBIA.
FIRST – Best in Sports delivers a fully managed, high-performance sportsbook engineered for speed, scale and precision. With sportsbook specialization at its core, FIRST helps operators in LatAm, Europe and Africa compete at the highest level from day one, combining sharp pricing and risk, deep trading expertise, regional insight, and rapid rollout to accelerate performance.
Both companies were recognized among the best at the recent SBC Awards ceremony, with BETER receiving the Silver Award in the Live Betting Product category, while FIRST was named Sportsbook Supplier of the Year.
Gal Ehrlich, CEO of BETER, said: “The partnership between BETER and FIRST brings together two pioneering providers committed to delivering next-generation betting experiences.
“FIRST has launched our collaboration by integrating a suite of our most popular products—EsportsBattle for esports and Setka Cup for sports—both proven to engage players and deliver the fast-betting thrills they seek.
“This is a great partnership, and our teams are looking forward to a fruitful collaboration.”
Tom Light, CEO of FIRST, added: “BETER’s fast-betting portfolio fits exactly what FIRST was built for: a high-performance sportsbook crafted by specialists.
“Together, we give operators a direct route to Tier-1 competitiveness, faster time-to-market, higher player engagement, and the confidence to go head-to-head with the biggest brands across LatAm, Europe and Africa from day one.”
The post BETER Teams Up with FIRST appeared first on European Gaming Industry News.
Aquisitions/Mergers
GRID Acquires Bayes Esports Assets

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GRID, a game data and technology platform, has acquired the intellectual property assets of Bayes Esports following the company’s liquidation proceedings and will integrate the technology into its GRID Bet division.
The acquisition integrates strategic technology components developed by Bayes over nearly a decade, including live data trading solutions, prediction models, and fan engagement tools, into the GRID Data Platform. These technologies will now be powered exclusively by official esports data available only on GRID, accelerating product development and driving innovation across GRID’s entire portfolio, with a particular focus on GRID Bet, the company’s comprehensive solution for regulated esports betting.
“The acquisition of Bayes assets further accelerates GRIDs capabilities to create value for rights holders in esports and shape the next phase of esports betting in particular,” said Moritz Maurer, Founder & CEO of GRID.
The post GRID Acquires Bayes Esports Assets appeared first on European Gaming Industry News.
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