eSports
Intema Closes Second Tranche of Financing
Intema Solutions Inc. is pleased to announce that further to its press releases dated June 17, 2021 and August 31, 2021, it has completed a second tranche of its non-brokered private placement of subscription receipts (the “Private Placement”), bringing the total gross proceeds to $10,007,000 of a maximum of $15,000,000. The second tranche consisted of the issuance of 8,594,000 subscription receipts (each a “Subscription Receipt”) at a price of $0.50 per Subscription Receipt (the “Subscription Price”) for gross proceeds of $4,297,000. The Private Placement is being undertaken by the Corporation in connection with its previously announced proposed transaction (the “Proposed Transaction”), whereby the Corporation will acquire all of the issued and outstanding securities of Livestream Gaming Ltd. (“Livestream”), owner of LOOT.BET.
“We are pleased and proud that our current and future shareholders have shown such confidence in Intema’s future plans, allowing us to reach the minimum amount we set for the Livestream acquisition,” said Laurent Benezra, President and CEO of Intema. “With the progress we have made in recent weeks and the continued momentum in the esports and iGaming sectors, we have seen a significant increase in demand for our financing, which leads us to believe that we’ll be able to reach our $15 million target.”
The Subscription Receipts were issued pursuant to a subscription receipt agreement entered into between Intema and the subscription receipt agent (the “Subscription Receipt Agreement”). Pursuant to the Subscription Receipt Agreement, each Subscription Receipt will be automatically exchanged for one unit of the Corporation (a “Unit”), requiring no additional consideration or action on the part of the holder, upon the satisfaction of certain escrow release conditions in connection with the Proposed Transaction, including (i) all conditions precedent to the completion of the Proposed Transaction having been satisfied, (ii) the Corporation not being in breach or default of any of its covenants or obligations under the Subscription Receipt Agreement, and (ii) the escrow agent having received a notice from the Corporation that all conditions precedent to the completion of the Proposed Transaction have been satisfied or waived, other than the release of the escrowed funds to the Corporation pursuant to the Subscription Receipt Agreement (the “Escrow Release Conditions”). All proceeds of the Private Placement are being held in escrow pending the satisfaction of the Escrow Release Conditions. If the Proposed Transaction is not completed within 180 days of the closing of the first tranche of the Private Placement, the Subscription Receipts will be deemed to be cancelled and the holders of Subscription Receipts will receive an amount equal to the aggregate Subscription Price of their Subscription Receipts and the interest earned, if any, on such Subscription Price.
Each Unit consists of one common share of the Corporation (a “Common Share”) and one-half of one common share purchase warrant of the Corporation (each whole warrant, a “Warrant”). Each Warrant entitles the holder thereof to purchase one Common Share at an exercise price of $0.90 for a period of 12 months from the date of issuance.
In connection with the Private Placement, the Corporation, upon satisfaction of the Escrow Release Conditions, shall pay eligible arm’s length parties (each a “Finder”): (i) a cash fee of 6% of the aggregate value of Subscription Receipts sold pursuant to the Private Placement in respect of subscriptions referred to the Corporation or directly sourced by the Finder and issued on the closing of the first tranche of the Private Placement; and (ii) a number of Finders warrants (each a “Finder Warrant“) equal to 8% of the Subscription Receipts sold that were referred to or directly sourced by the Finder to the Corporation. The Finder Warrants will be issued on the same terms as the Warrants.
The Corporation intends to use the net proceeds raised under the Private Placement entirely to fund the Proposed Transaction.
Certain officers and a director of the Corporation subscribed for an aggregate of 750,000 Subscription Receipts pursuant to the Private Placement, for total aggregate proceeds of $375,000. As a result of this insider participation, the Private Placement constitutes a related-party transaction as defined under Multilateral Instrument 61-101 (“MI 61-101”). Neither the Corporation, nor to the knowledge of the Corporation after reasonable inquiry, a related party, has knowledge of any material information concerning the Corporation or its securities that has not been generally disclosed. The Private Placement is exempt from the formal valuation and minority shareholder approval requirements of MI 61-101, as it was a distribution of securities for cash and neither the fair market value of the Subscription Receipts distributed to, nor the consideration received from, interested parties exceeded $2,500,000. The Corporation did not file a material change report more than 21 days before the expected closing of the Private Placement because the details of the participation therein by related parties of the Corporation were not settled until shortly prior to the first closing of the Private Placement and the Corporation wished to close on an expedited basis for business reasons.
The Proposed Transaction is subject to a number of conditions, including, without limitation, approval of the TSX Venture Exchange. There can be no assurance that the Proposed Transaction will be completed as proposed or at all.
eSports
Esports Highlights: Trends to Watch in 2025
Esports, the competitive side of video gaming, has evolved exponentially over the past few decades. From small gatherings of friends competing in local tournaments to massive international leagues and arenas filled with thousands of fans, the landscape of esports has dramatically shifted. With its growth, new trends continue to emerge, bringing about changes in both the games that dominate and the ways in which audiences experience these events. As we look ahead to 2025, several key trends will shape the future of esports, from technological advancements to shifts in fan engagement. In this article, we’ll explore the most significant trends in esports that will likely define the landscape of 2025 and beyond.
1. Rise of Mobile Esports
One of the most important trends in esports in 2025 will be the further rise of mobile gaming. Traditionally, esports has been dominated by PC and console games, but with the advent of powerful smartphones and mobile devices, mobile gaming is now on the rise as a competitive platform. Games like PUBG Mobile, Free Fire, and Brawl Stars have already carved a niche for themselves, attracting millions of players and viewers globally.
Mobile gaming has the distinct advantage of the fact that it’s played on what’s already in your pocket. The fact that 4.3 billion people own at least one smartphone (compared to 1.86 billion PC gamers and 1.6 billion console owners) means that the bar for entry has never been lower.
Historically, esports has been dominated by North American (NA) and European (EU) players, with EU players typically having the edge in skill and performance. However, as the mobile esports scene continues to grow, emerging regions will most likely play a much bigger part in the global esports scene. Indeed, mobile esports has already gained immense popularity in regions such as Southeast Asia, Latin America, and India, where smartphones are more prevalent than gaming PCs or consoles.
In 2025, we can expect to see more titles being optimized for mobile platforms, leading to more inclusive and geographically diverse esports tournaments. Furthermore, the integration of 5G technology will significantly enhance mobile gaming experiences by heavily reducing latency and increasing connection speed, making it even more appealing for professional players and fans.
2. The Continued Convergence of Traditional Sports and Esports
Esports and traditional sports have already begun to overlap in several areas, and this convergence will only grow stronger by 2025. Traditional sports leagues, teams, and athletes are increasingly investing in esports teams and tournaments. For example, major soccer clubs like Paris Saint-Germain and FC Barcelona have their own esports teams competing in popular games such as FIFA and Rocket League. Similarly, the NBA has its NBA 2K League, which draws in a new generation of fans while also engaging current basketball enthusiasts.
Notably, certain motorsports leagues have begun trying out notable “sim-racing” champions and giving them chances and tryouts in real race cars. This style of esports to real sports promotion could prove even more common as more real-life sports leagues more closely examine the talent found in esports champions.
The online betting scene has also begun to take notice of the rising popularity of esports and competitive gaming. Most notably, Stake offers both sports betting and eSports betting, which are easier to have fun with than ever.
The collaboration between traditional sports and esports will likely intensify in the coming years, with more partnerships, cross-promotion, and even possible hybrid events. These collaborations will provide new opportunities for esports to reach wider audiences and gain mainstream legitimacy. Fans of traditional sports who may not yet be engaged with esports will become more familiar with the esports scene as their favorite teams and athletes become involved.
In recent years, major TV networks have increasingly embraced esports, recognizing its immense popularity and potential to attract younger, tech-savvy audiences. Networks such as ESPN and TBS have begun broadcasting major esports tournaments, including events like the League of Legends World Championship and NBA 2K League. These partnerships have helped legitimize esports as a mainstream form of entertainment, drawing in millions of viewers and boosting sponsorships and advertising revenue. The inclusion of esports in traditional media platforms also reflects the growing popularity of esports as a whole.
3. The Growth of Virtual Reality (VR) and Augmented Reality (AR) in Esports
Virtual Reality (VR) and Augmented Reality (AR) are two of the most exciting technologies poised to revolutionize the gaming and esports industries. By 2025, VR and AR are expected to enhance the way fans and players experience esports, providing more immersive and interactive environments.
In esports, VR has the potential to offer a fully immersive competitive gaming experience. Players may be able to step into digital worlds with greater interactivity and presence than ever before. VR was in a bit of a slump before Facebook Inc. notoriously changed its company name to Meta Inc., while betting everything on VR and the “Metaverse” being the next big thing. While the Metaverse hasn’t quite yet gained popularity as Meta had hoped, the big push has definitely revived VR and VR gaming, and player numbers are at an all-time high. VR esports could be a lot more prominent in the near future, with some possible contenders for games being Beat Saber and Pavlov.
AR, on the other hand, could change the way fans watch live esports events by overlaying real-time stats, player profiles, and other dynamic content directly into the live broadcasts, as well as onto the smartphones of live attendees. Some traditional sports, (such as Formula 1) have already begun doing so, and esports could very well follow.
4. Increased Focus on Content Creators, Streaming Platforms, and Online Betting
Esports and streaming platforms like Kick, Twitch, and Youtube are deeply intertwined, with content creators and streamers playing a pivotal role in driving viewership, engagement, and revenue. By 2025, these figures will continue to be central to the esports ecosystem, bridging the gap between professional players and casual fans by offering entertainment, educational content, and community-building activities.
Notably, in the past few years, we’ve seen many different Content creators and streamers popularize the genre of speedrunning, the concept of competing in order to fully beat a single-player game in the shortest possible time. In the days of the COVID-19 pandemic, hours-long video essays covering different games’ speedrunning scenes exploded in popularity and viewership, driving never-before-seen audiences to speedrunning events and tournaments.
Examples like these show that online personalities have a huge influence on the popularity of esports and gaming tournaments, both in offline single-player gaming and online hyper-competitive multiplayer tournaments.
Moreover, online betting platforms, particularly Stake.com, will see greater prominence within the esports landscape. As esports fans continue to engage with their favorite games, teams, and events, platforms like Stake will allow users to bet on outcomes, adding an exciting new dimension to the esports experience. This integration of online betting with streaming and content creation will provide fans with even more ways to interact with the esports world, further blurring the lines between gaming entertainment and real-world stakes.
5. Increased Professionalization of Esports Leagues
As esports continues to mature, the structure of its leagues and competitions will become more professionalized. By 2025, we can expect a more established framework for esports leagues, akin to the way traditional sports leagues such as the NFL or NBA are organized. This shift will include increased focus on player welfare, standardized rules, and higher production value for events.
We could very possibly see esports organizations implementing stricter player contracts, better health and wellness programs, and improved support systems for players transitioning into new stages of their careers. Additionally, esports leagues will likely aim for better governance to ensure fairness and transparency in player management, league operations, and tournament outcomes.
Large corporations such as Valve Corporation and Riot Games have already been funding entire leagues on their own, but we could expect to see these leagues become more self-sufficient, as well as potentially new grassroots esports leagues popping up.
6. Expansion into New Games and Genres
While League of Legends, Dota 2, and Counter-Strike 2 dominate the esports scene today, new games and genres will continue to emerge and challenge the status quo. We are poised to see new competitive games in genres never before heard of appear in the future.
The current mainstream of 5v5 first-person shooters and top-down MOBAs is definitely popular for now, but the future is, as always, unpredictable. As the esports audience diversifies and seeks new experiences, the demand for new games that offer different styles of gameplay will grow. One game that’s earned a lot of recent attention is Valve’s Deadlock, a fresh take that attempts to wrap a MOBA and a third-person shooter into one game. It borrows all kinds of mechanics from both genres and is currently available for beta testing.
Additionally, one historical genre of gaming that’s been somewhat neglected in the mainstream esports scene is fighting. Popular fighting franchises such as Tekken and Street Fighter are ultra-competitive 1 on 1 experiences that would fit into the modern esports scene incredibly well. They would also fit incredibly well into a traditional tournament bracket, which most modern esports leagues use in their events. It could be a matter of time until we see these games truly explode into the mainstream esports scene.
7. The Impact of Artificial Intelligence (AI) and Machine Learning on Esports
AI and machine learning are increasingly being integrated into esports, both in-game and behind the scenes. In-game AI can be used to enhance the gameplay experience, provide better matchmaking, and even develop more intelligent NPCs (non-playable characters) for single-player games. Additionally, AI and machine learning are already being used in order to develop more sophisticated anti-cheat software. More advanced and sophisticated anti-cheat will ensure that anyone from regular run-of-the-mill players to battle-hardened esports competitors is all on a completely level playing field.
Behind the scenes, AI can help analyze player performance, predict outcomes, and optimize tournament structures. As these technologies advance, their role in esports will grow, providing more personalized and efficient experiences for players and fans alike.
8. Gender equality in Esports
The future of esports holds immense promise in terms of gender equality, offering the opportunity for both men and women to compete together at the highest levels. Unlike traditional physical sports, where physical strength can be a determining factor, esports provides a level playing field where skill, strategy, and teamwork take precedence. This opens up a world of untapped potential, where an equal participation of men and women could elevate the entire industry, driving innovation and diversity.
By 2025, as barriers to entry continue to diminish, the growing recognition of female players, content creators, and professionals will help shape a more inclusive esports scene. Once we overcome societal hurdles and biases, the industry will see a more unified, competitive, and dynamic environment.
9. Esports as a Career Path
In 2025, esports looks sure to continue to be a legitimate career path for players, coaches, analysts, and content creators. As the industry matures, more individuals will pursue esports as a viable career option.
In addition to competitive gaming, roles such as event organizers, team managers, game developers, and data analysts will become more prominent within the esports ecosystem. The increasing number of job opportunities within esports will help professionalize the industry and ensure its growth in the future.
Educational institutions will most likely offer more dedicated programs and degrees in esports management, broadcasting, and game design, offering professional pathways for future talents. Some high schools and universities have even been starting up their own amateur esports clubs and leagues, as a way for students to socialize and find common interests with each other.
Conclusion
As we head into 2025, esports will continue to evolve, with major transformations driven by mobile gaming, VR/AR integration, and the growing influence of content creators and streaming platforms. The professionalization of leagues and the expansion into new genres will ensure esports remains dynamic, offering exciting opportunities for players, fans, and industry professionals alike.
eSports
Wamba Technologies signs Borderlands Developer Aaron Thibault to Esports Project
Wamba Technologies, a think tank consisting of leaders in the online gaming industry, is excited to announce the appointment of Aaron Thibault as oversight for its upcoming esports venture, Gamers Oasis. This key addition comes as they move to launch their Gamers Oasis platform which allows gamers to compete for real money directly from their mobile devices.
Thibault began his gaming industry career in 1998, initially working as a sound designer and cinematic director at EA/Origin Systems. Today, he brings over 30 years of experience in game development and education. Thibault spent 16 years at Gearbox Entertainment as Vice President. There, he led major projects, including developing the billion dollar Borderlands franchise. Borderlands 3 was nominated for Best Game Design and Best Art Direction. Currently, Thibault serves as the director of games and esports at Texas A&M University. His industry knowledge will play a significant role in driving the development of Gamers Oasis, which aims to revolutionize online esports competitions.
Meanwhile, a platform like “Gamers Oasis” is only possible due to a patent that gives Wamba Technologies and Gamers Oasis the exclusive capability to offer “real money” capabilities into skill-based video games in the United States where players can actually compete for real money online (Patent 10,424,160). Their patent allows them (and ONLY them) to offer a software feature which will allow gamers to pay an entry fee into tournaments online, compete against each other, and actually win money back (where such capability is integrated into the game in some fashion). This will ultimately give developers previously untapped revenue streams and players the ability to win large amounts of real money while utilizing their skills from the comfort of their very own homes.
“At Wamba Technologies, we are committed to making esports accessible to everyone,” said Denham. “With Aaron’s oversight and experience, we will be able to move into the next phase of development and make Gamers Oasis a reality for dedicated esports players everywhere”
“What Gary and I are going to do with Wamba Technologies and Gamers Oasis has never been done before in esports,” said Thibault. “There is so much incredible potential in this patent, and we can’t wait to start putting it to use and creating a product that is going to completely revolutionize the esports industry.”
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.
In the United States alone, 215 million people play mobile video games and globally, more than 700 million people are involved with esports. Among those 700 million people worldwide, only a very small percentage are competing online when real money is involved, while the rest of the players are competing in real life (IRL) 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 alone.
Aaron is not the first major player recently signed on board by Wamba Technologies. Wamba has also previously signed Andy Ashcraft (God of War 2, God of War 3, Disney’s Cars 2, and more), Brian Upton (Lead game designer for Tom Clancy: Rainbow 6, Tom Clancy: Ghost Recon), Marty Denham (genius mind behind the Pentium wafers for Intel), Joe Bagdon (CSO, formerly Military Intelligence Cyber Security in Afghanistan), Jared Goetz (former Lionsgate VP), and a number of other “rock star” individuals behind, or working with, multi-billion dollar products/companies.
Canada
Cutting-edge esports betting solutions empower BET99’s expansion into the booming vertical
PandaScore, the premier provider of esports betting odds, data, and innovative products, has announced an exciting new collaboration with BET99, one of Ontario’s top-ranking sportsbook and casino operators. This marks another major milestone for PandaScore as it continues to build its network of high-profile operators.
The deal gives BET99 access to PandaScore’s industry-leading Odds feed, which delivers comprehensive coverage of the world’s most popular esports titles, including Counter-Strike 2 (CS2), Dota 2, and League of Legends (LoL). Powered by advanced algorithms and supported by a team of specialized traders, PandaScore’s feed enables operators like BET99 to offer competitive odds while hitting a standard-setting margin of 6%.
In addition to PandaScore’s Odds feed, BET99 will integrate cutting-edge features such as BetBuilder and MicroBetting markets. These tools empower players to customize their wagers and enjoy dynamic, fast-paced betting experiences, aligning perfectly with the demands of today’s esports audiences.
The move into esports betting comes at a pivotal moment for the sector, which continues to see exponential growth. PandaScore recently surpassed €1 billion in esports bets processed through its platform, underscoring its expertise and leadership in this space.
Oliver Niner, Head of B2B, PandaScore, said: “Esports betting is rapidly becoming a cornerstone of the betting industry, and we’re thrilled to support BET99 as they take this exciting step. With our powerful Odds feed and innovative products like BetBuilder, BET99 is uniquely positioned to deliver a premium esports betting experience to players across Ontario.
“Our collaboration with BET99 is representative of the incredible momentum PandaScore has built in expanding our operator network. We’re excited to collaborate with BET99 and support their ambitious plans to become a leader in esports betting.”
Andre Bewerungen, Head of Sportsbook, BET99, added: “At BET99, our mission has always been to deliver a world-class player experience through personalization and innovation. With esports rapidly emerging as a key vertical, we see an incredible opportunity to engage the next generation of bettors who are passionate about this dynamic space.
By collaborating with PandaScore, we can provide tailored, engaging, and cutting-edge betting options that resonate with esports fans. Their comprehensive odds feed and advanced betting tools allow us to create a seamless, interactive experience that enhances player engagement and builds lasting connections with this growing audience. We’re excited to collaborate with PandaScore and take esports betting to the next level in Ontario.”
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