eSports
CECC Texas “May Madness” Scores Record Growth Again in its Fourth Year
Winthrop University, Ball State University, St. Clair College, and Illinois State University Crowned as Commissioner’s Cup Champions at the largest scholastic esports festival globally
McDonald’s of North Texas, State Farm, Apple Music, Red Bull, U.S. Army 5th Brigade, Smoothie King, along with other world-class partners lend valuable support for event
Collegiate Sports Management Group (CSMG) concluded its fourth Collegiate Esports Commissioner’s Cup (CECC) today crowning four new champions during the largest scholastic esports festival globally and celebrating another year of record growth. CECC Texas presented by McDonald’s welcomed more than 800 student-athletes representing 84 teams (up from 64 in 2023), including a record-breaking 19 conference champions, at Esports Stadium Arlington on May 2-5, along with thousands of fans. In total, 453 teams from 255 schools participated during the 2023-24 CECC season.
Champions included Winthrop University for Super Smash Bros.™ Ultimate through Generation Esports, Ball State University for Rocket League, St. Clair College for VALORANT, and Illinois State University for Overwatch 2®
“By elevating scholastic esports, we empower students, schools and conferences while fueling industry growth. This is a testament to the increasing interest from brands, media entities, publishers making this the ultimate destination for the scholastic esports and the gaming community.“ said Michael Schreck, CEO for CSMG. “CECC isn’t just a competition; we’re providing structure, recognition and endless opportunities to shape the future of esports.”
Arlington Mayor Jim Ross joined Schreck on stage during the event along with Arminda and Anthony Grissett, Owner/Operators of McDonald’s of North Texas, to announce CECC will return to Esports Stadium Arlington in 2025, marking it the third straight year Texas will host this event.
CSMG also announced during CECC Texas it has joined forces with Capcom to launch the College Street FighterTM Tour during its 2024-25 academic year with the finalists competing at CECC Texas in 2025 throughout its May Madness event. Wim Stocks will serve as the Commissioner of the College Street Fighter Tour and bring his 20 years of experience in college esports to create a dynamic and engaging format of competitive gaming.
CECC Texas offered something for everyone including the Texas High and Middle School Esports Championships, the National Esports Collegiate Conference (NECC) championship finals across League of Legends, Overwatch, Rocket League, and VALORANT, open tournaments for Street Fighter 6, Teamfight Tactics and HALO Infinite 2v2, the Smoothie King Super Smash Bros.™ Ultimate Open, through Generation Esports with a prize pool up to $5,000, gaming-themed onsite activations, and various industry panels.
McDonald’s of North Texas returned for the second year in a row as the presenting sponsor with various promotions and giveaways through the McDonald’s App as well as awarding a free custom @McDonalds PC built by @Oasis PC’s.
“McDonald’s of North Texas was thrilled to once again sponsor CECC and to see first-hand the incredible experience this tournament brings to the teams and fans nationwide,” said David Floyd, Owner-Operator with McDonald’s of North Texas. “As local business owners, it’s an honor that our community could serve as the center of the esports world this weekend. We were also delighted to add a delivery service this year, which was a great success. This feature allowed fans to order food and continue in their CECC experience.”
The ESPORTSU Collegiate Awards took center stage throughout the weekend recognizing leaders who are driving the ecosystem forward, including:
- Commissioner of the Year – J.J. Myers (NACE)
- Community Ambassador – Yugina Yun (Gen.G)
- Club of the Year – Indiana University
- Club President of the Year – TJ Stephens (University of Georgia)
- Club Impact Award – Arizona State University
- Rising Star Award – Greyson Harding (Michigan State University)
- Coach of the Year – Ethan Stone (Indiana University)
- Director of the Year – Chris Bilski (Michigan State University)
- Program Impact – Michigan State University
- Ally of the Year – Christopher Turner (Southern University)
- Program of the Year – St Clair College
- CECC School of the Year – Winthrop University
The ESPORTSU Awards Committee Members included Kyler Tandal (ESPORTSU), ToniAnn Convertino (ESPORTSU), Nikita Bair (Syracuse University),Joey Gawrysiak (Syracuse University), Aaron Colaiacomo (Fisher College), Adam Antor (Ferris State), and Chase Neukam (St Cloud State University).
Finally, the Aurora Series, dedicated to supporting all who identify with a marginalized gender, made its debut at CECC Texas with the University of Houston Scarlet defeating the University of North Texas in a thrilling VALORANT match 13-11 on the main stage.
“The power of esports was on full display this weekend as many colleges are continuing to push this as the ‘new sport’ on campuses across the nation,” said Angela Bernhard Thomas, Chief Esports Officer for CSMG. “The students arrived in all their team gear, the fans came out to cheer, and the brands integrated into the competition. We’re excited to continue to shape the future of the ecosystem.”
Super Smash Brothers Ultimate through Generation Esports – Winthrop University
2nd seeded Winthrop University battled back after losing the first game to beat defending champion and 5th seeded Fisher College (Northeast), 3-1. Winthrop never backed down throughout the tournament, especially in the Grand Finals with Carlos “Sonix” Perez on the Fisher squad, who is considered a top 10 player globally in Super Smash. Bharat “Lima” Chintipall, a sophomore majoring in computer science from Dallas, TX, was named MVP for the tournament.
Winthrop advanced to the finals beating the 6th seeded University of Texas-Arlington 2-0, while Fisher College (Northeast) denied its fellow students and number one seeded Fisher College (East) 2-1 in best-of-3 series.
Rocket League – Ball State University
In one of the most epic Grand Finals in Rocket League, the top seeded Ball State University needed overtime in the final game of the best-of-7 series to beat the three seeded Boise State University, 4-3. No team won a game by more than one goal throughout the match. Arlin “Oath” Burns, a graduate student majoring in clinical mental health counseling from Westfield, IN, was named MVP for the tournament.
In the semi-finals in the best-of-7 series, Ball State bounced the 5th seeded University of Akron 4-0, while Boise State knocked out the 7th seeded Fisher College, 4-2.
VALORANT – St. Clair College
The 5th seeded St. Clair College completed the sweep in a best-of-3 series to defeat 3rd seeded Blinn College, 2-0. The Saints from Windsor, Canada, become the first non-U.S. college to win a CECC championship. Tanner “geeza” McGhee, a freshman majoring in business from Camarillo, CA, was named MVP for the tournament.
In the semi-finals in the best-of-3 series, St. Clair edged out the 8th seeded Winthrop University, 2-1, while Blinn College held off the 2nd seeded Fisher College (White), 2-1.
Overwatch 2 – Illinois State University
The 6th seeded Illinois State University captured their second CECC trophy in three years after taking down the 5th seeded Northwood University, 3-0, in a best-of-5 series. The Redbirds captured their first title at CECC Atlanta in 2022. Denis “Lethal” Tari, a sophomore majoring in business administration from Dubai, took home MVP honors for the tournament.
In the semi-finals in the best-of-5 series, Northwood upset the top seed Winthrop University, 3-1, while Illinois State advanced by sweeping the 2nd seeded Fisher College Esports, 3-0.
Semi-Finals (best-of-5)
Brand Partners and Talent Elevate CECC Texas
CECC Texas grew its partners from 2023 with the support of McDonald’s of North Texas, State Farm, U.S. Army 5th Brigade, Smoothie King, CTRL, Arlington Convention and Visitors Bureau, Apple Music. Zipchair Gaming, Dairy MAX, Dallas Cowboys Game Time presented by Lenovo, Cisco, Red Bull, Oasis PC, Cirkul, Grand Canyon University, and U.S. Army ROTC, who activated throughout the event.
The broadcast team featured a stacked group of professional esports hosting, desk analyst, and casting talent. The event was stage hosted by Elyse “Herculyse” Herrera and floor hosted by Mathew “Septilence” Corfee II. The desk analysts included Carlos “Carlos Ivan” Braadt, Miles “KilomilesIRL” Catenza, Logan “Catinator” Brown, Cassandra “Chixxa” Meltsch, and Madison “N3RDYBIRD” Benge. Shoutcasters included Keegan “ClutchKey” Ohta and Jesse “Twinsalty” Brawders for Overwatch 2, Samuel “SamTalkz” DeLoach II and Sierra “ Zhobiii” Fisbee for VALORANT, Oliver “Bass” Bass and Jeffrey “TheDangerTaco” Skalamera for Rocket League, and Phil “EE” Visu and Saeed Hassan “Sai” Shareef for Super Smash Bros. Ultimate.
Creators also streamed their own CECC Texas experiences directly to their audiences on their channels. Well-known Twitch personalities included Hungrybox for Super Smash Bros.™ Ultimate, TenacityTV for Rocket League, QuarterJade for VALORANT, and Flats for Overwatch 2®, creating a new engagement platform to build college esports fandom.
The Road to Texas featured official CECC sanctioned tournaments including the CECC Midwest Online Regional, CECC East Regional presented by the US Army and Army ROTC at Helix eSports in Foxborough, Mass. CECC South Regional, CECC West Regional, the Big Esports Conference live championship event at The Ohio State University and Game Arena featuring fourteen Big 10 schools, the Atlantic Coast Esports Conference online Rocket League championship, the Western Cactus League live championship at Grand Canyon University, the Military Services Academy qualifier, the ESPORTSU n’ I All Womens Qualifier, and the very competitive Last Chance Qualifier.
Champions representing participating conferences that receive automatic bids include the: Atlantic Coast Esports Conference, Big Esports Conference, Big Sky Conference, Eastern Collegiate Athletic Conference, East Coast Conference, Great Lakes Esports Conference, Great Lakes Intercollegiate Athletics Conference, Metro Atlantic Athletics Conference, Mid-American Conference, Mid-Atlantic Esports Conference, Midwest Esports Conference, Missouri Valley Conference, Mountain West Conference, National Esports Collegiate Conferences, National Junior College Athletics Association Esports, Peach Belt Conference,,Western Cactus League and Western Esports Conference
Full list of CECC Texas-qualified teams (in order of seeding):
Super Smash Brothers Ultimate (through Generation Esports)
Fisher College (East), Winthrop University, Northwood University, University of California-Riverside, Fisher College (Northeast), University of Texas-Arlington, Lubbock Christian University, Manchester College (Indiana), University of Akron, New Jersey City College, Oakland University, Wichita State University, Quinnipiac University, Sacramento State University, University of Houston, University of Miami-Ohio, Southwestern Oklahoma State University, San Jose State University, Marist College, University of North Texas, Southern New Hampshire University, Illinois State University, Arizona State University, and Michigan Tech University.
Rocket League
Ball State University, Boise State University, Indian River State College, Nichols College, University of Akron, Lubbock Christian University, Maryville University, St. Clair College, Davenport College, Fisher College, Syracuse University, Indiana University, University of Arizona, Old Dominion University, University of Air Force, Northern Arizona University, San Jose State University, Staten Island College, Montevallo University, and Saint Xavier University.
Valorant
Blinn College, Simon Fraser College, Northwood University, Fisher College (White), St. Clair College, Fisher College, San Jose State University, Winthrop University, Texas A&M University, Brewton-Parker College, Converse University, Boise State University, Grand Canyon University, Purdue University, Northeastern University, Utica University, Manhattan College, University of North Texas, University of Air Force, and Saint Xavier University.
Overwatch® 2
Wintrhop University, Maryville University, Fisher College, Northwood University, Arizona State University, Illinois State University, University of California-Irvine, Fisher College (Freaks), Converse University, Boise State University, Blinn College, Bryant and Stratton College, University of Miami-Ohio, Southern New Hampshire University, University of Maryland, University of Texas-Arlington, Grand Canyon University, Cleary University, University of Army-West Point, and Salt Lake Community College.
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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