This patented technology eliminates the need for gamers to travel for competitions, allowing them to play tournaments from anywhere on their mobile devices and win real money.
Wamba Technologies has announced plans to develop a proprietary esports wagering platform, “Gamers Oasis,” which will allow video gamers to enter a tournament on their mobile devices for a fee and compete against other players in real-time to win real money.
The acceptance and settlement of wagers on mobile video games is at the heart of Wamba Technologies’ product, and they exclusively hold the patent. In the US, Wamba Technologies owns the technology for any wagering system that is connected to a skill-based and physics-based game where the wagering system and game are communicating with each other in real-time. Applying to “physics-based and skill-based games”, this includes sports games, racing games, first-person shooters, fighting games, and more, just to name a few.
“If a video game player wants to compete against other players to win money, whether it be heads-up (one-on-one) or in a multi-person tournament, they usually have to travel to an arena or a venue to compete. This means that many people can’t participate due to travel costs or lack of accessibility. Gamers Oasis will allow everyone to compete for real money, directly from their phones, without needing to travel. We proudly own the patent on the only technology that can make that happen.”
Gary Denham, CEO and founder of Wamba Technologies
Online real money competition (online esports) is still in its infancy, but Wamba Technologies is currently engaging with gamers, game designers, coders, programmers, esports influencers, and financial consultants to aid in the development of Gamers Oasis.
Globally, over 500 million people compete in video games for real money. Of these 500 million people worldwide, only a very small percentage are competing online for money while the rest of the players are competing in person at physical locations. Wamba anticipates that when offered and monetized properly, a mere 10% of the global market share could generate $13B – $15B in annual revenue from tournament buy-ins and ad revenues.