ARC Collective CEO and founder Shab Azma
Image via Stan Having recently overtaken Discord in the Indian market, STAN is fast becoming the go-to social gaming platform for Bharat’s gaming creators. In an exclusive interview with India Today Gaming, STAN Co-Founder and CEO Parth Chadha shares insights on the platform’s monetization strategy, Tier-2 and Tier-3 expansion, AI integration, and vision for India’s […]
Having recently overtaken Discord in the Indian market, STAN is fast becoming the go-to social gaming platform for Bharat’s gaming creators. In an exclusive interview with India Today Gaming, STAN Co-Founder and CEO Parth Chadha shares insights on the platform’s monetization strategy, Tier-2 and Tier-3 expansion, AI integration, and vision for India’s gaming creator economy.
Parth Chadha:
Absolutely. A major driver of STAN’s growth has been our unique monetization model—built not just for the platform, but for our creators. Unlike other platforms, creators on STAN don’t need to hit a specific follower or view milestone to start earning. From the moment they host a club or refer a user, monetization begins.
Our model is powered by creator-led engagement. Users can buy club passes to access exclusive voice rooms, send fun digital gifts, or participate in brand-sponsored ad gifting—where brands reward creators through their communities. We also collaborate with brands for sponsorships and activations. Many top creators are now earning tens of thousands of rupees monthly just by being consistent—hosting clubs, organising matches, and nurturing their communities.
As we scale, we’re launching more interactive monetization tools while expanding our brand ecosystem. Our goal is to create a sustainable loop—creators earn more, users find value, and brands get access to highly engaged, organic audiences. With over a million dollars in monthly revenue and average user engagement of 25 minutes a day, we’re very confident about the direction we’re heading.
Parth Chadha:
STAN is rapidly evolving into more than just a social app—it’s a cultural movement, especially in Tier 2 and Tier 3 cities. We’ve seen creators from Indore, Ranchi, and Guwahati build fanbases, monetise their passion, and thrive without needing high-end setups or relocating to big cities.
In the near term, our focus is on deepening our presence in these cities through regional localization, mobile-first tools, and club formats that resonate with youth. We’re prioritizing organic engagement, empowering local creators, and doubling down on formats that create true community bonding.
Looking ahead, we’re building what we call a Content x Reward x Companionship (cRC) ecosystem—a framework where gamers, creators, and developers all win. Internationally, we’re eyeing South Asia for expansion. We’re adapting to each region’s digital culture, aiming to unlock global income and visibility opportunities for Indian creators.
Parth Chadha:
AI is integral to how we scale both quality and safety on the platform. With rising volumes of content and user interaction, AI-powered moderation helps us maintain a safe, positive environment—especially in voice clubs and community spaces.
On the brand and creator side, we use AI to ensure the right matches for campaigns. This guarantees authenticity and better ROI for brand partnerships. We’re also building AI-driven personalization features so users get curated content and creator recommendations they genuinely care about. We aim to make STAN more intelligent, rewarding, and engaging for everyone on the platform.
Parth Chadha:
We’re proud of our work with major industry players like KRAFTON (BGMI) and Garena, where we’ve run creator-led campaigns and community tournaments. These partnerships have played a big role in shaping STAN’s identity as a creator-first gaming hub.
We’ve also collaborated with Zupee, Gamecraft, MPL, and major non-gaming brands like Flipkart, Swiggy, ITC, and Britannia to bring gamified experiences to new audiences. Moving forward, we’re investing in co-branded clubs, creator tournaments at scale, and interactive brand integrations. Our long-term vision is to build a space where brands, gamers, and creators grow together as part of one interconnected ecosystem.
Parth Chadha:
India’s gaming industry is on track to reach $192 billion by 2027. Beyond gaming, the creator economy is exploding—and that’s where STAN operates. With over 12 million users already on the app, we’ve secured a strong foothold in this ecosystem.
Over the next 3–5 years, we see gaming and content creation becoming aspirational careers, especially in Tier 2 and Tier 3 markets. Our focus is on scaling creator monetization and user engagement to meet this demand. We want to be the platform that empowers the next generation of creators to turn their passion into a profession—early, easily, and organically.
Parth Chadha:
Our Tier 2 and 3 user base is the heartbeat of STAN. We see incredibly high engagement and creator loyalty in these cities. What stands out is their appetite for relatable content, mobile-first usability, and community-driven interactions.
We’ve seen many of these users transform into creators, influencers, and even local leaders. That kind of grassroots momentum directly shapes our product decisions—from what features we build, to the kind of partnerships we pursue. It’s about celebrating the diversity of digital India and giving these communities the platform they deserve.
Parth Chadha:
Yes, according to Sensor Tower, we’ve now overtaken Discord in India. It’s a massive milestone for us and a validation of our mobile-first, community-led approach. Today, STAN powers over 60,000+ active gaming clubs daily, delivering levels of interaction and engagement far beyond traditional social networks.
Our platform is drawing comparisons to Instagram and YouTube but imagined for the gaming universe. With personalized feeds, scalable creator earning tools, and deep community integration, we’re building the social infrastructure for gaming in India—and soon, for other emerging markets too.
CRESSON, Pa. – Mount Aloysius College’s Cosgrave Student Center was brimming with high school students from across Pennsylvania Sunday as the teenagers used their finely honed skills to take home esports championships for their districts. “They’re having a blast, and so am I,” Mount esports coach and organizer Sean Steffy said. Advertisement He added that […]
CRESSON, Pa. – Mount Aloysius College’s Cosgrave Student Center was brimming with high school students from across Pennsylvania Sunday as the teenagers used their finely honed skills to take home esports championships for their districts.
“They’re having a blast, and so am I,” Mount esports coach and organizer Sean Steffy said.
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He added that it was exciting to see Cosgrave come alive with the students and families there to support them.
This was the first time the college has hosted the two-day Pennsylvania Interscholastic Esports Association finals. There were 215 players from 36 schools on campus to play Rocket League, Valorant, Overwatch and Super Smash Bros. Ultimate.
Locally, Central Cambria, Forest Hills and Westmont Hilltop high schools sent teams to compete against peers from Philadelphia, Pittsburgh, Altoona, Scranton, Lancaster and beyond.
Although the Division 2 and Division 3 championships were decided Saturday with winners from outside the area, Forest Hills’ Rocket League team made it to the final round against Biglerville High School.
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The matchup was a rematch of last year’s semifinal round, which Forest Hills lost.
Rangers esports coach Ben Grove said history unfortunately repeated itself Sunday.
Grove’s team lost to to their rivals in a 4-2 final, and Biglerville successfully defended its state title in the game.
“Still a good outing,” Grove said.
The matches were close with the final two going into overtime.,
Grove said it was a rough loss but a hard-fought battle for his students.
“This is the furthest we’ve ever made it,” he added. “It’s a big moment for our club and our school.”
Two of Grove’s top players – senior Jadon Staines and freshman Blake Shilcosky – competed against the visiting team.
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Staines’ high school career ended after the finals, but Grove said he was excited for Shilcosky to step up in the fall and become captain of the team.
Shilcosky said he started playing Rocket League during the COVID-19 pandemic and never expected to get to the state finals as a freshman.
He admitted he was somewhat nervous but ready to play.
“I don’t really get psyched out over stuff like this,” Shilcosky said. “I just go with the flow.”
He also was settled by the support of his family, who were in the viewing area watching his games.
Shilcosky’s parents, grandparents, aunts, uncles and family friends showed up to cheer him on.
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“Super-proud of all the hard work,” the player’s father, Derek Shilcosky, said.
Luke Williams,an esportscaster who broadcasts as Llama77, said the competition on display was awesome.
He said there were a lot of talented players facing off in the contest and commentating on it has “been a lot of fun.”
The matches were played at the Mountie Esports Arena on the ground floor of Cosgrave, with a viewing area in one of the conference rooms and all-star players facing off in Super Smash Bros. in the cafeteria.
Between games, students played rounds of ping-pong, ate, chatted, took tours of campus and watched others compete.
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Steffy said hosting the two-day event was a special moment for everyone involved and a great showing for esports throughout the region.
Division 1 winners were Biglerville for Rocket League; Lower Moreland High School for Valorant; and South Fayette High School for Overwatch.
Division 2 champions were Elizabethtown Area High School for Overwatch; Bayard Rustin High School for Valorant; and Pine Grove High School for Rocket League.
Division 3 winners were Montgomery Area High School for Rocket League; Wyoming Valley West High School for Valorant; and Pine Grove Area High School for Overwatch.
Garnet Valley High School was the Super Smash Bros. team winner for Division 2. The Division 3 champion for the game was Mountain View High School.
The Division 1 winner for Super Smash Bros. teams was Nazareth Area High School, with players from Penns Manor and Holy Ghost high schools taking the Super Smash Bros. individual titles.
How do brands “show up” in meaningful ways in the lives of Gen Z consumers? Get yourself to gaming platforms. That’s the key focus of a burgeoning unit within advertising giant Havas that aims to take audience targeting to new levels by tapping into gaming communities and social networks built around fandom and esports. Angelique […]
How do brands “show up” in meaningful ways in the lives of Gen Z consumers? Get yourself to gaming platforms.
That’s the key focus of a burgeoning unit within advertising giant Havas that aims to take audience targeting to new levels by tapping into gaming communities and social networks built around fandom and esports.
Angelique Hernandez, VP and portfolio lead for Havas Play, and Jarell Thompson, VP of gaming for Havas Play, explained in detail how their teams hunt for good opportunities to connect brands with gamer culture. This episode of Variety’s “Strictly Business” podcast is a good warmup for the Cannes Lions festival, set to unfold June 16-20 in Cannes, France. That event is all about the connection of brands, marketers, advertisers and — increasingly — the influencers and social media creators who can reach elusive young consumers. Variety will be there in force.
Listen to the full podcast:
Hernandez said that in the world of online gaming communities, creators have options now, and that’s another telling sign about the evolution of the marketplace.
“They don’t necessarily have to have a brand partnership, right? They can make money on their own. There are all these platforms now that allow them to do that,” Hernandez said in a conversation held as part of the annual Variety Entertainment Marketing Summit in April. “You also have companies, whether they’re brands or even social platforms, that turn to them because now, not only are they experts in what their audience likes to see and hear and talk about, they’re also experts on the platform themselves, like creators know how to use TikTok and Instagram.”
Of course, where digital advertising is concerned, brand safety is always a concern. Thompson detailed the filters and process that Havas Play employs to find the best matches and avoid the landmines of something going viral for the wrong reasons.
“We have a really in-depth process where we vet creators. We have a lot of systems in place where we like do a lot of digging. We make sure that we’re connecting the right brands to the right creators, and we’re doing our due diligence to ensure that like their brand, safe, or if they’re relevant for the brand,” Thompson said. “Because honestly, some brands might make sense for certain creators who may be a little bit edgy, might be a little bit risque, but for some like the financial brands that we work with, we need to make sure that we honestly match with everyone who is the most brand safe and makes sense for the right audience.”
ARC Collective CEO and founder Shab Azma
In a separate conversation, Shab Azma, CEO of founder of talent management firm ARC Collective, offered the perspective of creators and expert influencers who are being heavily courted for brand partnerships. What social media platforms offer is unfettered ownership and control of the content, and that’s very appealing.
“We really are focused a lot right now on ownership. There’s a time and a place for traditional television, but that is breaking,” Azma said. “It’s gridlocked, and digital natives are creating content that is just as well produced as what as we’ve seen on television. They can take bigger swings.”
Azma continued, “That’s why not every influencer is really looking to be in traditional entertainment — because they understand the power that they hold within their creator community. For us, we’re really nurturing that in many ways. We really have found that there’s a flywheel and our talent becomes the nucleus for doing podcasts, live streaming, events, publishing, consumer products — all the things that they get to retain ownership in.”
“Strictly Business” is Variety’s weekly podcast featuring conversations with industry leaders about the business of media and entertainment. (Please click here to subscribe to our free newsletter.) New episodes debut every Wednesday and can be downloaded at Apple Podcasts, Amazon Music, Spotify, Google Play, SoundCloud and more.
(Pictured: Variety‘s Cynthia Littleton and Havas Play’s Angelique Hernandez and Jarell Thompson)
By Ethan Holtzinger | Cronkite News PHOENIX — The year 2020 was unlike any other. On March 11, the World Health Organization declared COVID-19 a global pandemic, and suddenly nothing was the same. Masks became mandatory, social distancing was enforced and stepping outside felt like a last resort. While most aspects of daily life suffered, […]
By Ethan Holtzinger | Cronkite News
PHOENIX — The year 2020 was unlike any other.
On March 11, the World Health Organization declared COVID-19 a global pandemic, and suddenly nothing was the same.
Masks became mandatory, social distancing was enforced and stepping outside felt like a last resort. While most aspects of daily life suffered, a select few thrived.
Of these rare quarantine successes, one of the most prominent was esports. As the worlds of business, education and even traditional sports struggled to stay afloat, the esports industry found itself in the midst of its own perfect storm. The lockdown forced people to turn toward technology and the internet more than ever, which put esports in a prime position for growth.
Consumer spending on video games, gaming hardware, software and accessories reached a record high of $10 billion in March, according to SuperData, a Nielsen company that has analyzed the gaming industry since 2009.
“Digital spending has been gradually going up year-over-year, but this is the biggest month we’ve ever seen,” SuperData principal analyst Carter Rogers told TheWrap in April 2020.
Estimates from Newzoo, a gaming industry analytics firm, put the esports industry at just over $950 million in global revenue by the end of 2020. Newzoo approximated that about 61% of earned revenue came from sponsorships, 17% from media rights, 11% from publisher fees, 6% from ticket and merchandise sales, and the remaining 5% from digital content and streaming.
However, spin the wheel forward five years and a lot has changed.
The world has gradually returned to normal, technology has evolved, and several new esports titles have emerged. The only thing that hasn’t changed is the main question.
The global esports market is projected to be valued at $3.4 billion by the end of 2025, which is approximately a 21% increase from the previous year and a whopping 258% increase from 2020, according to Statista, a German online platform that specializes in data gathering and visualization. Statista projects revenue from the esports betting market alone to hit the $2.8 billion dollar mark at the end of the year, nearly three times the $1 billion amount totaled five years ago.
Obviously, this type of growth is largely thanks to a significant increase in audience size. Statista estimates 2025 will see an increase to 318 million esports enthusiasts (regular viewers) compared to 215 million in 2020.
Jason Lake, the founder and CEO of Complexity Gaming – the sister esports team of the Dallas Cowboys – predicted this explosion years ago when the pandemic was still in its early stages.
“We’re going to continue to see this growth in player base and viewership that (has) been growing exponentially over the past decade,” Lake told TheWrap in April 2020. “Ironically, this crazy quarantine we’ve been stuck in has exposed games to entire demographics that might not have picked them up — they run out of Netflix or Hulu shows and want to know what else they can do.”
The numbers are nice to look at, but they’re not the only aspect of the industry that has evolved over the past few years. Newer titles like Valorant, which ranks in the top five most viewed esports games this year along with League of Legends and Counter-Strike, have skyrocketed in the esports world in recent years.
Mobile gaming has also seen a huge surge in popularity as of late, as Mobile Legends: Bang Bang sits at the top of that same list. The mobile esports scene is much more accessible and affordable than the alternatives, which means competitive players are no longer confined to traditional gaming platforms.
This year also has a strong chance of being the right time for college esports programs to take the next step forward. The industry is noticing increased investment at the collegiate level, and some of the bigger esports brands are even offering college scholarships to top players.
Connor Rawls, a research specialist from ASU’s School of Arts Media and Engineering who runs the Esports Lounge at Arizona State, has high hopes for ASU’s esports program in 2025.
“During COVID, we saw the in-person side of things really go down,” Rawls said. “Now we’re getting good participation again, and in the years since, it feels like there’s really been more attention and more of an audience around the program. Esports at ASU is looking good this year, and so is the whole industry.”
The increased support that the industry has received at the college level doesn’t surprise senior Phaelen Bride, the event coordinator at ASU’s Esports Lounge. She thinks investing in esports would be a smart move for any university.
“It’s only going to get more popular, and it brings in a lot of money,” Bride said. “Investing would be beneficial to any college that’s interested, and this would definitely be the best time to do it.”
The pandemic benefited esports in numerous ways, but there were still plenty of obstacles the industry had to endure. The transition to quarantine in the competitive gaming world wasn’t as easy as it would seem. There were still several issues that needed to be solved, especially for high school programs with an unforgiving budget.
“We learned that from-home play is not really reliable,” said Kenya Corrigan, coach of Gilbert High School’s esports program which started in 2019. “We were creating systems out of nothing. Our schools weren’t ready, our networks weren’t ready and we had to educate a lot of our community that not all computers can run esports games.”
Corrigan was aware of the industry’s potential for growth during the pandemic. For her, it was just a matter of getting through the early roadblocks. Five years later, high school esports programs are stronger than ever, but they are facing new problems that emerged during the switch back to in-person schooling.
“It did feel a little bit more like a club once we came back, compared to the other programs that started up again, and I think that some schools still kind of struggle with that,” Corrigan said. “It’s about treating your program like a sport, but a lot of students and parents are used to video games being more of a casual thing, which makes it a lot more difficult.”
In-person esports tournaments might have taken the biggest hit in 2020 as far as the industry is concerned. Live events were called off, lockdowns forced fans to tune in from home and although in-person tournaments have been brought back, they still haven’t fully recovered.
Players had to continue playing at high levels while adapting to different online formats and having their usual training routines altered. Sponsorship deals were more unstable than ever amid economic uncertainty. The only aspect that improved was online viewership, surging from the occasional entertainment drought during quarantine.
Bride is just grateful the esports in-person tournament scene came back at all.
“Oh, it’s so nice to be able to watch in person again,” Bride said. “The pandemic was a rough time because you could really only tune in online, but now it’s back and I’m so happy. Now players can hear the fans cheering in the background again, and that just makes the tournaments so much better and more fun for everyone involved.”
By this point, it’s clear that the entire landscape of the esports industry has changed within the past five years, and technology has been no exception.
Gamers are now offered high-powered hardware and peripherals that allow for faster response times than ever before and seamless game play. Available software and game development continue to improve each year, and now 5G technology boasts a more reliable connection along with lower latency.
Blockchain technology is also rising in relevance, introducing alternative models for competitive gaming that focus more on economic participation and player ownership. When incorporated into the world of gaming, Web3 technology has shifted more attention toward play-to-earn tournament structures that include cryptocurrency rewards, as well as NFT-based character ownership and trading systems.
Virtual reality also seems to have its own future in esports. VR headsets and sensors allow the player to move, engage and think tactically in the third dimension. This introduces a new type of immersion that was previously thought unattainable.
Special Olympics Arizona has its own esports program currently testing a virtual cycling prototype that translates real world movement into a virtual character that can compete in races with others around the world. Jameson Gorman, Special Olympics Arizona’s unified esports consultant, believes that VR is the future of the industry.
“I think that VR in the world of esports will become the norm as technology advances and at-home VR becomes more affordable to the average consumer,” Gorman said. “I have already dabbled with VR, and it was breathtaking having that form of technology.
“In my ideal world, VR would look a lot like it does in the movie ‘Ready Player One.’ People can use their VR headsets for any type of game, with the inclusion of a passthrough mode that allows for seamless viewing between the game and what’s in front of you.”
As the world moves on from the COVID-19 pandemic, the esports scene does the same. Five years ago, the industry was just beginning its rise to mainstream success. Now, it’s right in the thick of it, and competitive gaming has immersed itself in high school and college campuses around the world as it continues to grow.
The industry has seen a dramatic uptick in overall participation since quarantine, and it has secured a much more prominent role in betting markets as well. Advancements in technology and a constantly evolving audience base ensure that esports will only improve from here. The industry’s future is getting brighter each day.
“I think esports will continue to advance into mainstream media as more and more people recognize the skill, creativity, dedication and teamwork it requires,” Gorman said. “I think the possibilities are really endless with where esports can go and what the next big idea will be.”
Program Developer Dewey Thomas leads a class for the new Center for Workforce Development Manufacturing Specialist Intensive pathway for Taiwan Semiconductor Manufacturing Co. Photos by Ralph Freso On Monday, Chris Perez became the first high school graduate in his family but warned his excited parents, eager to celebrate, that he might have to skip out […]
Photos by Ralph Freso
On Monday, Chris Perez became the first high school graduate in his family but warned his excited parents, eager to celebrate, that he might have to skip out if the ceremony ran long.
His future already was beginning by midday at Grand Canyon University, the first day of an 11-week Manufacturing Specialist Intensive pathway, and he didn’t want to be late.
Pass the four classes and Perez could begin work as a technician at Taiwan Semiconductor Manufacturing Co. (TSMC), making chips that make the world spin.
Perez made it through his entire graduation, then rushed to his first day in the summer cohort that launched GCU Center for Workforce Development’s partnership with one of the largest semiconductor plants in the U.S., a behemoth compound rising in the last four years along Interstate 303 that has changed the face of the north Valley.
He joined 21 others in this first cohort, and TSMC is hoping GCU can help prep as many as 200 workers in the pathway each year.
Most are young men who just finished high school, like Perez, who sat outside the classroom Tuesday morning awaiting his second day of afternoon classes.
“My dad does concrete, and I worked with him every now and then, and even this morning he was like, ‘hey, let’s go,’ and I’m like, ‘yeah, I have to do homework.’ And my grandpa, he drives trucks. So that’s what I was raised from.
“They’re all like, ‘This is a really good opportunity.’”
Not bad for a student who dropped out of high school as a freshman and returned as a junior. “I worked hard to get here,” he said. “I’m just happy to be here.”
TSMC gathered and vetted the first cohort’s students but has turned over recruitment and preparation to GCU, said Shelly Seitz, director of GCU Center for Workforce Development, which is also holding a summer cohort in its newly-named Undergraduate Certificate for Electricians.
Seitz said the all-male first cohort is flavored with those who have skills such as “coders and gamers,” and that’s a good thing.
“In America, technician often means you’re working with your hands and making widgets. In Taiwan, a technician role is a computer role. … You’ll go to (the factory) to work with the people in bunny suits if there’s something held up, but predominately everything they do is on two screens at a workstation.
“So they’re playing – the word I heard somebody use – Tetris.”
It’s all part of GCU’s growing plan to fill workforce needs in trades that also includes pathways for electricians and for Computer Numerical Control (CNC) machinists, featuring a working plant on campus (Lux Precision Manufacturing), and the newly-launched pathways in construction.
All told, GCU could see hundreds of students in pathways in the fall, many who find it a welcome alternative to four years of college or service industry work.
“It’s about filling the needs of industry and helping students find their purpose, whether it’s a one-year program in construction, undergraduate in cybersecurity or graduate degrees,” Seitz said. “It’s meeting people where they are, giving people a chance at a career that makes sense to them.
“And they have job security. They have a career. It’s not just a job.”
Dewey Thomas, program developer for the manufacturing intensive, said the cohort will give the participants a great inside look at the industry, including 2 ½ days of visits to the TSMC plant, along with English, math and two courses specific to the trade.
He stressed to the 21 participants on Tuesday, whom he labeled “the go-getter class,” that it is important to be on time and focused and to prize teamwork and communication. They are also expected to carry a B average, a higher standard than some programs, but in the end will have 16 credit hours of college and credentials with the Institute of Electrical and Electronics Engineers.
The participants watched as a gleaming, futuristic video about TSMC pronounced to sweeping music that “the world is a better place because of semiconductors; semiconductors can be better because of us.”
“The MSI pathway will create a great talent pipeline for the manufacturing specialist team to expand,” said Jacque Fan, manufacturing department manager of TSMC Arizona. “We plan to hire 100-200 people from the pathway each year to support our $165 billion investment commitment in TSMC Arizona, and look forward to seeing local talent join us and grow with us together.”
Participant Jason Hsu said his parents were born in Taiwan, and when his mom saw a flyer about TSMC’s need for technicians, encouraged him to apply to GCU’s pathway.
“They probably want me to get an education first, but I think this is like my introduction,” he said. “Most young people are tech oriented but I’m not. I’m more like physics. So this program will be real-world experience, more of an entryway I suppose.”
He hopes to begin work on a four-year degree later, a fitting example of the flexibility of options GCU is touting through its workforce center.
Phoenix Union High School asked for options for recent graduates, and so the workforce center launched a summer cohort in its electrician’s pathway, and roughly 20 are enrolled. In the fall, it will transition to two semesters and provide an option to become a degree-seeking program.
Other additions in the fall include more openings in its CNC pathway because of the expansion of Lux, which will have twice as many CNC machines, and the launch of McCarthy Building Company-sponsored Construction General Pathway. The two-semester pathway will help fill a labor force need in five areas – electrical, concrete, HVAC, mechanical and plumbing.
It means more opportunities for people like Perez, still with beads of sweat on his forehead after the walk to class.
“I’m happy I’m here right now, because it’s really hot outside,” he said. “I just never felt financially lucky. Then I get this opportunity. I’m like, yeah, I’ll take it.
“I’m betting all my chips on this.”
Grand Canyon University senior writer Mike Kilen can be reached at [email protected]
***
Related content:
GCU News: More motivation, more money excite workforce center’s new crop of awardees
GCU News: Center for Workforce Development is growing, changing more lives
Stay Informed Get Industry News In Your Inbox… Sign Up Today Abu Dhabi University has launched the region’s first Bachelor of Arts in Game Design program. The new course of study follows a landmark agreement with the Department of Culture and Tourism – Abu Dhabi, Rubika, and Abu Dhabi Gaming. The program offers a wide […]
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Abu Dhabi University has launched the region’s first Bachelor of Arts in Game Design program.
The new course of study follows a landmark agreement with the Department of Culture and Tourism – Abu Dhabi, Rubika, and Abu Dhabi Gaming.
The program offers a wide range of courses, including topics such as emotional intelligence, video game history, and genre-specific studies such as first-person shooters and mobile titles.
Nurturing the next generation
Abu Dhabi University said the program will launch in August at the start of the academic year.
“Starting August 2025, the programme combines academic excellence, international best practices, and deep industry integration – including structured internships, mentorships and up to 140 funded scholarships over six years,” said the Department of Culture and Tourism – Abu Dhabi in a post.
“With our partners, we are nurturing a new generation of game designers and advancing Abu Dhabi’s vision as a regional hub for creativity, innovation and digital talent.”
Abu Dhabi has been actively building its gaming and esports ecosystem since the launch of Abu Dhabi Gaming in 2021.
The initiative was then integrated into the Department of Culture and Tourism in 2023 to help position the Emirates as a global games hub.
Introduction: The Evolution of Digital Gaming Platforms The digital gaming landscape has witnessed remarkable transformations in recent years, with platforms evolving from simple online casinos to comprehensive entertainment ecosystems. At the forefront of this evolution stands Soft2Bet, a pioneering iGaming company that has successfully demonstrated how strategic transformation can redefine market positioning. Through their flagship […]
The digital gaming landscape has witnessed remarkable transformations in recent years, with platforms evolving from simple online casinos to comprehensive entertainment ecosystems. At the forefront of this evolution stands Soft2Bet, a pioneering iGaming company that has successfully demonstrated how strategic transformation can redefine market positioning. Through their flagship project ToonieBet, Soft2Bet has created a blueprint for turning traditional casino platforms into next-generation mobile experiences, setting new standards for player engagement and market adaptation. The complete Soft2Bet case study reveals the strategic decisions and implementation processes that drove this successful transformation.
Soft2Bet operates as a leading iGaming company with a primary focus on providing turnkey solutions such as online casino and sportsbook software. The company’s comprehensive approach encompasses multiple service areas that create a complete gaming ecosystem for operators and players alike.
Key Service Areas:
The platform demonstrates impressive technical capabilities with extensive coverage across multiple gaming verticals. The infrastructure supports 600,000 prematch events per year, providing players with comprehensive betting opportunities across various sports and leagues. Additionally, the platform covers 500,000 live events annually through in-house operations, ensuring real-time betting accuracy and engagement.
The virtual sports segment contributes 200,000 events yearly, while the esports division covers 30 top worldwide championships, reflecting the platform’s commitment to emerging gaming trends and younger demographics.
The ToonieBet project began with a focused approach to the Canadian market, specifically targeting Ontario’s regulated gaming environment. The evolution started with three strategic pillars that would define the platform’s success trajectory.
Strategic Decision Factors:
The evolution of ToonieBet followed precise decisions: betting on the Ontario market as one of the most promising and demanding, prioritizing the product with rich game selection, instant payouts, and native payouts like Interac, and going beyond the casino through integration of sports betting, real-time analytics, and exclusive broadcasts.
The transformation emphasized that modern players expect seamless mobile experiences without device switching. The time of switching between devices is a thing of the past, requiring everything to work here and now, right from your phone. This insight drove the development of a comprehensive mobile strategy.
Mobile Optimization Features:
The ToonieBet team invested in creating a complete mobile experience with apps on the App Store and Google Play featuring user-friendly interfaces, fast loading, instant betting, and native controls with Canadian style in every button and icon.
The platform’s evolution from casino to comprehensive gaming destination required sophisticated sportsbook integration. The development team focused on creating seamless transitions between casino gaming and sports betting, ensuring players could access both experiences within a single platform.
The sportsbook launch incorporated live data feeds connecting users to accurate live betting odds for local and international sports events. This technical integration allows customers to engage with more than 85,000 live sports events and over 70,000 pre-match lines monthly, creating extensive betting opportunities.
Thanks to MEGA (Motivational Engineering Gaming Application), Soft2Bet’s platform transforms gaming sessions into exciting journeys where players complete challenges, gather unique item collections, participate in tournaments, and receive rewards that take into account their individual goals.
The MEGA system represents a sophisticated approach to player engagement that goes beyond traditional gaming mechanics. All of this is organized into a vivid, emotionally rich narrative, the very story that you want to live through again.
MEGA System Components:
Player protection remains a cornerstone of the Soft2Bet approach. Responsible gaming tools are built in natively: you can set limits, monitor statistics, and receive preventive prompts if activity becomes excessive. This integration ensures that entertainment value never compromises player wellbeing.
These are technical solutions as part of the philosophy that the player should feel in control and confident, creating a unique atmosphere of trust. The responsible gaming features work seamlessly across all platform touchpoints, maintaining consistency in player protection regardless of access method.
The ToonieBet launch demonstrated significant market penetration within the competitive Ontario gaming landscape. The platform achieved substantial user acquisition through strategic marketing and superior user experience design.
Performance Indicators:
The platform’s success extends beyond individual player engagement to include strategic partnerships that enhance brand visibility and community connection. These collaborations include in-arena branding, digital activations, and promotional campaigns designed to increase fan engagement across Ontario.
The partnership strategy focuses on authentic community connections rather than superficial sponsorship arrangements. This approach creates genuine value for both partners and players while establishing ToonieBet as a trusted brand within the Ontario gaming community.
The transformation from casino to comprehensive gaming platform required a structured development approach that balanced innovation with stability. The implementation followed a careful methodology designed to minimize disruption while maximizing feature enhancement.
Implementation Phases:
The technical transformation presented several complex challenges that required innovative solutions and careful planning to overcome successfully.
Key Technical Challenges:
Each challenge required dedicated technical solutions and ongoing monitoring to ensure optimal performance. The development team implemented redundant systems for critical functions and established comprehensive monitoring protocols to maintain service quality.
Successful market penetration required deep cultural understanding beyond surface-level localization. Canadian style appears in every button and icon, from symbols to favorite animals, because good design isn’t a nice thing to have anymore – it’s a way of saying ‘You’re home’.
This philosophy drove comprehensive localization efforts that touched every aspect of the user experience. The platform incorporates Canadian cultural references, sports preferences, and communication styles to create authentic connections with local players.
Localization Elements:
The platform distinguished itself through unique value propositions that addressed specific gaps in the Ontario gaming market. This differentiation strategy focused on areas where competitors had underperformed or overlooked player needs.
Unique Value Propositions:
The transformation created a diversified revenue model that reduced dependence on single gaming verticals while increasing overall player lifetime value. This approach provides stability during market fluctuations and seasonal variations.
Revenue Sources:
The transformation required significant investment across multiple areas, but the strategic approach ensured positive return on investment through careful resource allocation and phased implementation.
Investment Areas:
Soft2Bet isn’t treating ToonieBet’s achievements so far as the finish line but as an important and ambitious milestone in a broader transformation. This forward-thinking approach positions the platform for continued growth and innovation.
Future development opportunities span multiple areas including geographic expansion, feature enhancement, and technology integration. The roadmap prioritizes sustainable growth while maintaining the quality standards that drove initial success.
Potential Growth Areas:
The platform continues evolving with industry trends and emerging technologies that shape player expectations and market dynamics. This proactive approach ensures continued relevance and competitive advantage.
Emerging Technologies:
The ToonieBet transformation highlighted several key principles that contributed to its success and provide valuable insights for similar projects in the gaming industry.
Essential Success Elements:
The transformation process revealed potential challenges that other operators should consider when planning similar projects. Learning from these experiences helps avoid costly mistakes and implementation delays.
Potential Challenges:
ToonieBet has become more than just a gaming platform for many players – it is a space where every bet, every achievement, is built into a system created with attention to detail. This transformation serves as a case study demonstrating how to launch successfully in highly competitive environments.
The platform’s success influenced broader industry conversations about mobile-first development, localization strategies, and integrated gaming experiences. Industry publications and conferences have featured the ToonieBet case as an example of successful market entry and platform transformation.
Industry Recognition:
The success has influenced competitor strategies across the Ontario gaming market and beyond, with several operators adopting similar approaches to mobile optimization and local market engagement.
Market Changes:
ToonieBet demonstrates what happens when a platform grows with its audience, proving that mobile-first isn’t a buzzword, that localization goes deeper than language, and that gamification can be a strategy, not a sideshow. The Soft2Bet case study provides a comprehensive blueprint for digital gaming transformation that prioritizes player experience, regulatory compliance, and sustainable growth.
The success of this transformation lies in its holistic approach, combining technical excellence with deep market understanding, regulatory compliance with innovative features, and player engagement with responsible gaming practices. When all of this is aligned with product quality and user care, growth stops being a goal and becomes the outcome.
For gaming operators considering similar transformations, the ToonieBet case demonstrates that success requires more than technical capability. It demands comprehensive understanding of player needs, market dynamics, and the courage to innovate while maintaining responsible gaming standards. The future of digital gaming lies in creating experiences that are not just entertaining but also trustworthy, localized, and designed for the mobile-first generation of players.
If there’s one thing ToonieBet has shown, it’s this: betting on experience pays off. This principle guides not only individual platform development but also broader industry evolution toward more engaging, responsible, and player-centric gaming experiences.
Key Takeaways for Industry Professionals:
The Soft2Bet and ToonieBet transformation story continues to evolve, setting new standards for what’s possible when gaming platforms truly commit to growing with their audiences while maintaining the highest standards of player protection and user experience. This case study serves as both inspiration and practical guide for operators seeking to transform their platforms and capture new market opportunities in the rapidly evolving digital gaming landscape.
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