PUBLISHER: The Business Research Company | PRODUCT CODE: 1531952
PUBLISHER: The Business Research Company | PRODUCT CODE: 1531952
E-sports betting involves placing bets on the outcomes of competitive video gaming events, commonly known as e-sports. These events feature professional gamers and teams competing across various video games. Bettors can wager on aspects such as match winners, tournament results, and in-game events.
There are two primary types of e-sports betting, pre-match and live or in-play betting. Pre-match betting occurs before a match starts, where bets are placed on anticipated outcomes. Betting platforms include online websites and physical locations, catering to different age groups such as 18-25, 26-30, and 31 and above.
The E-sports betting market research report is one of a series of new reports from The Business Research Company that provides E-sports betting market statistics, including E-sports betting industry global market size, regional shares, competitors with an E-sports betting market share, detailed E-sports betting market segments, market trends, and opportunities, and any further data you may need to thrive in the E-sports betting industry. This E-sports betting market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
The E-sports betting market size has grown rapidly in recent years. It will grow from $9.96 billion in 2023 to $11.22 billion in 2024 at a compound annual growth rate (CAGR) of 12.6%. The growth observed in recent years can be credited to the rising popularity of esports, increased acceptance of online gambling, higher prize pools, heightened youth engagement, and increased sponsorship and investment.
The E-sports betting market size is expected to see rapid growth in the next few years. It will grow to $18.12 billion in 2028 at a compound annual growth rate (CAGR) of 12.7%. The growth in the forecast period is driven by the expansion of esports titles, broader global market reach, regulatory developments, strategic partnerships, and expanding infrastructure. Key trends expected during this period include cross-platform integration, adoption of blockchain technology, improved user experience, advancements in technology, and the integration of AI and machine learning.
The growing popularity of online games is expected to drive the growth of the E-sports betting market. Online games are interactive digital games played over the internet, allowing players from various locations to connect in a shared virtual environment. This growing popularity is fueled by technological advancements, widespread internet access, engaging and immersive gameplay experiences, social connectivity, and a diverse range of game genres catering to various interests and age groups. E-sports betting enhances the appeal of online gaming by increasing viewer engagement, attracting a broader audience, and generating revenue for the e-sports industry. For example, in 2022, the Department of Foreign Affairs and Trade, an Australia-based federal government body, reported that the digital gaming industry was valued at $240 billion worldwide in 2020 and is projected to grow to $294 billion by 2024. In 2021, the industry generated $226.5 million in revenue, marking a 22% increase from 2020, with 83% of this revenue coming from international markets. Therefore, the rising popularity of online games is driving the growth of the E-sports betting market.
Major companies in the E-sports betting market are focusing on developing innovative technology, such as odds and modeling feed technology, to enhance betting accuracy, improve user experience, and offer more competitive and dynamic betting options. Odds and modeling feed technology involves using statistical models and algorithms to predict outcomes and optimize decision-making in various applications. For instance, in April 2022, Esports Technologies Inc., a US-based provider of esports products, platforms, and marketing solutions, launched its innovative Odds and Modeling Feed Technology. This cutting-edge technology allows the company to deliver real-time odds and modeling data to its clients, enhancing their ability to make informed betting decisions. The technology leverages advanced algorithms and machine learning techniques to analyze vast amounts of data, providing accurate and up-to-date insights on esports events.
In July 2021, Esports Entertainment Group Inc., a US-based esports entertainment and online gambling company, acquired Bethard Group Limited for an undisclosed amount. This acquisition aims to significantly enhance Esports Entertainment Group's market presence and revenue by adding new gaming licenses in Sweden and Spain, thereby expanding their operational footprint and increasing their available markets. Bethard Group Limited is a Malta-based company that provides sports betting services.
Major companies operating in the E-sports betting market are Flutter Entertainment Plc, Entain Plc, Bet365, DraftKings Inc., Pinnacle Group Inc., Super Group Ltd., William Hill Plc, Kindred Group Plc, Paddy Power Betfair Plc, Betsson AB, Betfred, SBOBET, Parimatch, 888 Holdings Plc, Bet-at-home.com AG, Betvictor Ltd., Esports Entertainment Group, BetWinner, Intertops, Betcris, Bovada, Unikrn, GVC Group, GG.BET, Real Luck Group Limited
Europe was the largest region in the e-sports betting market in 2023. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the E-sports betting market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the E-sports betting market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The E-sports betting market includes revenues earned by entities by providing services such as real-time betting, comprehensive coverage, marketing solutions, security, and compliance. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
E-Sports Betting Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on e-sports betting market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for e-sports betting ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The e-sports betting market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
The impact of higher inflation in many countries and the resulting spike in interest rates.
The continued but declining impact of COVID-19 on supply chains and consumption patterns.