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    Cash-Backed Competition & Cross-Lobby Gameplay
    Introduced to Call of Duty: Warzone by Challenger

    Challenger, a gaming platform that simplifies and expands access to cash-backed competition, has just announced the addition of Call of Duty: Warzone to its platform, making the company the first esports solution to enable everyday gamers to compete in peer-to-peer cash contests in mainstream battle royale gaming.

    Most would agree gaming is one of the most future-forward industries that push the envelope of
    innovation, especially given recent immersive initiatives like web3-based gaming, rich NFT elements,
    two-factor user authentication protocols, AI-generated music to match a player’s preferences, and of
    course, the ongoing work to pave the path into the metaverse. However, some of these tech advancements
    can also mean limited access for certain gamers in a community already notorious for its deeply exclusive
    subcultures. Esports is easily one of the most cliquish of the bunch (if for no other reason than its elite
    standing), but Challenger is leveraging its passion for the everyday gamer and its patented technology to
    break down historical barriers to entry and democratize esports-like competition for gamers of all skill
    levels.


    Challenger, a gaming platform that simplifies and expands access to cash-backed competition, has just
    announced the addition of Call of Duty: Warzone to its platform, making the company the first esports
    the solution to enable everyday gamers to compete in peer-to-peer cash contests in mainstream battle royale
    gaming. Cash play has long been an activity reserved only for the elite, the professionals, and those
    gamers who’ve had the time to master their skills and schedule tournaments or private matches.
    Challenger’s founders want to change that.


    We sat down with the founders of the company, Chris Slovak (co-founder & CEO) and Chris Andres (co-
    founder & COO), to discuss the mission and impact of this disruption to the gaming ecosystem.
    When asked what initially sparked the idea for Challenger, Slovak noted a common misconception
    surrounding the modern “gamer” profile, saying: “A lot of people don’t realize that today’s average
    gamer is about 35 years old with some disposable income from the careers they have established outside
    of gaming. The idea behind Challenger first came to me while playing Battlefield with Chris A. We
    wanted to play for a buck per kill, but found that the only way to do so was to enter esports competitions,
    which would have been a radical departure from our gaming style that neither of us had the time for. The
    on-demand platform we created from that shared experience allows gamers of all backgrounds, skill
    levels, and time commitments to play when they want, how they want, and for how much they want.”
    Challenger was designed for professionals who game rather than professional gamers. With this latest
    addition to its lineup, Challenger is also introducing the first-ever cross-lobby gameplay option to the
    industry, allowing gamers to compete against each other for cash under the same game mode and settings,
    but with different start times.

    Andres added his insights about why this change is both overdue and essential: “We’re stoked to be the
    ones to bring this breakthrough to the industry. Cross-lobby (‘asynchronous’) gameplay creates a more
    equitable opportunity for each player to win, while empowering them with much more convenience and
    control over the ‘when’ and ‘how’ of their gaming experience. We feel that the combination of cross-
    lobby gameplay in battle royale cash contests can offer a huge boost for any/all gamers to compete with
    higher stakes and elevated energy. Many of these gamers, collectively, have already logged hundreds of
    thousands of hours within their favorite games, and we are excited to give them the option to level up the
    excitement, competition, and outcomes for both themselves and their audiences.”


    Challenger remains committed to positively disrupting the gaming industry and delivering the most value
    possible to every single gamer it serves. The company also recently announced the launch of its “Points
    Play” offering, which enables gamers to play for free and still earn redeemable rewards — a concept
    Slovak believes that will continue to develop within gaming but will soon permeate other industries.
    Slovak illuminated the intention behind the platform by saying, “Our greater purpose is to really make the
    excitement of incentive-based gaming and interactive media available to the masses. It started by
    allowing gamers to up the ante when playing their favorite games, but we’ve recently expanded to include
    free-to-play options, as well. By doing so, we’re also creating more opportunities for publishers, studios,
    and content creators to reward their audiences for interacting with branded material. And it won’t stop
    there. Our technology doesn’t have to be limited solely to use within video games. Gamification in
    business software is already fairly common, which essentially rewards employees for using the software
    given to them by their companies. Gaming is just opening the door to extend ‘X-to-earn’ initiatives into
    the metaverse. We’ll eventually see incentive-based programs for everyday jobs and tasks.”


    Challenger is for gamers 18+ (or 21+ where applicable). Interested gamers can set up their account
    free through playchallenger.com, download the app, and then play their favorite participating games
    directly through the platform. Users can play through the reward system without putting down a cash
    deposit or loading some funds into their account to access the peer-to-peer contests.

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