Esports Betting - G7

  • G7
  • In G7, revenue in the Esports Betting market market is projected to reach US$1.5bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 7.42%, which will result in a projected market volume of US$2.2bn by 2029.
  • Most of the revenue is generated the United States, with a projected market volume of US$721.2m in 2024.
  • The average revenue per user (ARPU) in this market is anticipated to amount to US$42.4.
  • As the United States embraces technological advancements, Esports betting continues to attract a diverse audience, reshaping the landscape of online gaming.

Key regions: India, Sweden, United Kingdom, Asia, Germany

 
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Analyst Opinion

The Esports Betting market in G7 nan is rapidly expanding, fueled by factors such as the growing popularity of eSports, increasing interest in online gaming, and the convenience of online betting options. The market's average growth rate is influenced by factors such as the availability of advanced technology, rising disposable income, and the increasing number of eSports tournaments and events.

Customer preferences:
As the popularity of esports continues to grow, so does the demand for esports betting. This trend is especially prominent in G7 countries, where there is a strong culture of traditional sports betting. With the rise of digital platforms and accessibility to international tournaments, consumers are now seeking convenient and engaging ways to participate in the esports ecosystem. Additionally, the emergence of new demographics, such as older generations and women, is also contributing to the growth of the esports betting market. These factors highlight a shift towards a more inclusive and diverse audience within the esports industry.

Trends in the market:
The Esports Betting Market within the eSports Market is experiencing a surge in popularity, with more countries legalizing and regulating the industry. In the G7 countries, there is a growing trend of partnerships between traditional sports leagues and esports organizations, leading to increased investments and mainstream acceptance. This trend is expected to continue as esports continue to attract a younger and more diverse audience. Additionally, advancements in technology, such as blockchain and virtual reality, are creating new opportunities for innovative betting experiences, making the market more attractive for both players and investors. As the industry grows, there may be potential implications for traditional sports betting markets, as well as increased pressure for stricter regulations and responsible gambling measures.

Local special circumstances:
In South Korea, the Esports Betting Market has seen significant growth due to the country's strong gaming culture and government support for the industry. The country's advanced internet infrastructure and high level of technological literacy have also contributed to the popularity of esports and esports betting. In China, the market is influenced by the country's large population and growing middle class, with a strong demand for mobile gaming and esports. Additionally, strict regulations on traditional forms of gambling have led to a rise in interest and investment in the esports betting market.

Underlying macroeconomic factors:
The growth of the Esports Betting Market within the eSports Market is heavily influenced by macroeconomic factors such as technological advancements, government regulations, and investment in the gaming industry. Countries with supportive regulatory environments and strong investment in the gaming sector are experiencing faster market growth compared to regions with regulatory challenges and limited funding for the industry. Additionally, the growing popularity of esports and the increasing engagement of the younger population in gaming are driving the demand for esports betting, leading to market growth.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Esports betting market, which comprises revenues from online betting on Esports events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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