Market Overview:
The global eSports betting market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing popularity of eSports, growing number of tournaments, and rising demand for live betting. In terms of type, the League of Legends segment is expected to account for the largest share in the global eSports betting market in 2018. However, over the forecast period, Dota 2 is projected to witness highest growth rate among all types. Region-wise, North America is estimated to hold leading position in terms of revenue contribution followed by Europe and Asia Pacific respectively in 2018.
Product Definition:
eSports Betting is a form of gambling where people bet on the outcome of eSports matches. The importance of eSports betting is that it allows fans to gamble on their favorite teams and players, which can add an extra level of excitement to watching eSports.
League of Legends:
The global League of Legends betting market is expected to witness significant growth over the forecast period owing to increasing popularity and high demand for the game. The rising number of eSports tournaments, growing internet penetration, and increasing smartphone adoption are some factors that will drive the market growth. Furthermore, a surge in online gaming cafes across various regions is also expected to contribute towards market expansion over the next few years.
Dota 2:
Dota 2 is a multiplayer online battle arena (MOBA) video game developed by Valve Corporation and published worldwide as a stand-alone product. The latest version of the game was released on July 9, 2013. It is an update to the original Defense of the Ancients (DotA), which was itself a modification for Warcraft III: Reign of Chaos developed by Blizzard Entertainment.
Application Insights:
The Ages 18-25 segment held the largest share of the market in 2017. This is attributed to increasing popularity of eSport games, such as League of Legends, Hearthstone, Overwatch among others. Furthermore, this age group has a higher preference for online gaming as compared to the traditional gaming consoles or computers. The key reason for this preference is that these gamers are still studying and have a hectic schedule; therefore they prefer playing video games from their homes on their computers or laptops with internet connectivity than going out and spending time at a local arcade center or pubg arena with friends.
The Age 26-30 segment is expected to grow at fastest CAGR during forecast period owing to high disposable income among millennials coupled with rising number of professional gamers in this demographic resulting in growing interest among them regarding betting on eSports matches through websites and mobile applications specially designed for them by bookmakers offering better odds.
Regional Analysis:
North America dominated the market in terms of revenue share in 2016. The region is expected to retain its position throughout the forecast period owing to high internet penetration and growing popularity of e-sports as a result of increasing number of tournaments held for League Of Legends, Dota 2, and CS: GO. Furthermore, introduction and rapid growth of legalized sports betting across U.
Asia Pacific is anticipated to grow at a lucrative rate over the forecast period owing to rising interest among people aged between 18-25 years old coupled with increasing disposable income especially in developing countries such as China & India which are also amongst top 10 nations globally when it comes to eSports viewership statistics (source esportsearnings). Moreover, government initiatives encouraging participation in sports activities are also likely boost regional growth considerably over next eight years. For instance; In July 2017.
Growth Factors:
- Increasing popularity of eSports: The global audience for eSports is expected to grow from 191 million in 2016 to 286 million by 2020, according to Newzoo. This growing audience is fueling interest in betting on eSports matches.
- Rapid growth of the global gaming market: The global gaming market is projected to grow from .6 billion in 2016 to 8.5 billion by 2020, according to MarketsandMarkets Research Pvt Ltd. This rapid growth is providing a strong backdrop for the growth of the eSports betting market.
- Availability of online platforms for betting on eSports matches: A growing number of online platforms are offering bettors the opportunity to wager on matches involving their favorite teams and players. This increasing availability is helping fuel demand for eSports betting products and services.
Scope Of The Report
Report Attributes
Report Details
Report Title
eSports Betting Market Research Report
By Type
League of Legends, Dota 2, CS: GO, Others
By Application
Ages 18-25, Ages 26-30, Ages 31 and Above
By Companies
William Hill, GVC Holdings, 888 Holdings, Kindred Group, Betsson AB, Betway, Pinnacle, Bet365, Bet-at-home.com, Unikrn, Betfred, BetWinner, Betvictor, GG.BET, Buff.bet, Intertops, Betcris, Esports Entertainment Group, SBOBET
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
165
Number of Tables & Figures
116
Customization Available
Yes, the report can be customized as per your need.
Global eSports Betting Market Report Segments:
The global eSports Betting market is segmented on the basis of:
Types
League of Legends, Dota 2, CS: GO, Others
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Ages 18-25, Ages 26-30, Ages 31 and Above
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- William Hill
- GVC Holdings
- 888 Holdings
- Kindred Group
- Betsson AB
- Betway
- Pinnacle
- Bet365
- Bet-at-home.com
- Unikrn
- Betfred
- BetWinner
- Betvictor
- GG.BET
- Buff.bet
- Intertops
- Betcris
- Esports Entertainment Group
- SBOBET
Highlights of The eSports Betting Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- League of Legends
- Dota 2
- CS: GO
- Others
- By Application:
- Ages 18-25
- Ages 26-30
- Ages 31 and Above
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the eSports Betting Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
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- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
eSports betting is a form of gambling where people bet on video game matches or tournaments. The matches or tournaments can be between professional players, amateurs, or even computer programs.
Some of the major companies in the esports betting market are William Hill, GVC Holdings, 888 Holdings, Kindred Group, Betsson AB, Betway, Pinnacle, Bet365, Bet-at-home.com, Unikrn, Betfred, BetWinner, Betvictor, GG.BET, Buff.bet, Intertops, Betcris, Esports Entertainment Group, SBOBET.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 eSports Betting Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 eSports Betting Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 eSports Betting Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the eSports Betting Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global eSports Betting Market Size & Forecast, 2020-2028 4.5.1 eSports Betting Market Size and Y-o-Y Growth 4.5.2 eSports Betting Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 League of Legends
5.2.2 Dota 2
5.2.3 CS: GO
5.2.4 Others
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Ages 18-25
6.2.2 Ages 26-30
6.2.3 Ages 31 and Above
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global eSports Betting Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 eSports Betting Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 League of Legends
9.6.2 Dota 2
9.6.3 CS: GO
9.6.4 Others
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Ages 18-25
9.10.2 Ages 26-30
9.10.3 Ages 31 and Above
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 League of Legends
10.6.2 Dota 2
10.6.3 CS: GO
10.6.4 Others
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Ages 18-25
10.10.2 Ages 26-30
10.10.3 Ages 31 and Above
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 League of Legends
11.6.2 Dota 2
11.6.3 CS: GO
11.6.4 Others
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Ages 18-25
11.10.2 Ages 26-30
11.10.3 Ages 31 and Above
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 League of Legends
12.6.2 Dota 2
12.6.3 CS: GO
12.6.4 Others
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Ages 18-25
12.10.2 Ages 26-30
12.10.3 Ages 31 and Above
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 League of Legends
13.6.2 Dota 2
13.6.3 CS: GO
13.6.4 Others
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Ages 18-25
13.10.2 Ages 26-30
13.10.3 Ages 31 and Above
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 eSports Betting Market: Competitive Dashboard
14.2 Global eSports Betting Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 William Hill
14.3.2 GVC Holdings
14.3.3 888 Holdings
14.3.4 Kindred Group
14.3.5 Betsson AB
14.3.6 Betway
14.3.7 Pinnacle
14.3.8 Bet365
14.3.9 Bet-at-home.com
14.3.10 Unikrn
14.3.11 Betfred
14.3.12 BetWinner
14.3.13 Betvictor
14.3.14 GG.BET
14.3.15 Buff.bet
14.3.16 Intertops
14.3.17 Betcris
14.3.18 Esports Entertainment Group
14.3.19 SBOBET