Definition:
Esports betting refers to the act of placing wagers on competitive video gaming events. It involves predicting the outcomes of Esports matches or tournaments and placing bets on various aspects, such as the winning team, individual player performances, or specific in-game events. Esports betting has gained significant popularity, with dedicated platforms and bookmakers offering odds and opportunities for enthusiasts to engage in this form of gambling related to the rapidly growing Esports industry.Additional information:
Data includes revenue figures in Gross Gambling Revenue (GGR), which is the total amount of bets placed by customers minus the amount paid out in winnings, Users, average revenue per user (ARPU), user penetration rate, and a breakdown of revenue shares of the total betting market. User and revenue figures represent B2C services.Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
The Esports Betting Market in Ireland is experiencing subdued growth due to factors such as lack of regulation and limited access to online betting platforms. Despite the growing popularity of esports, the market growth rate is impacted by these barriers.
Customer preferences: As the Esports Betting Market continues to grow in popularity in Ireland, there has been a noticeable increase in the adoption of mobile and online betting platforms. This shift is driven by a younger demographic of gamers who are more comfortable with digital transactions and are looking for convenient and accessible ways to engage in esports betting. Additionally, the rise of esports tournaments and competitions has created a cultural shift towards viewing esports as a legitimate sport, further driving the demand for esports betting.
Trends in the market: In Ireland, the Esports Betting Market within the eSports Market is experiencing a surge in popularity, with a growing number of online platforms offering betting options for major tournaments and events. This trend is expected to continue, as more and more traditional sports fans turn to esports for entertainment and betting opportunities. Moreover, advancements in technology and the availability of live streaming services have made it easier for fans to access and engage with esports competitions, further fueling the growth of esports betting. Industry stakeholders should take note of these developments and consider incorporating esports betting into their offerings to stay competitive in the market.
Local special circumstances: In Ireland, the Esports Betting market has been gaining traction due to the country's strong gaming culture and growing interest in competitive gaming. This has led to the rise of local esports teams and tournaments, creating a unique ecosystem for the betting market. Additionally, Ireland's favorable regulatory environment for online gambling has also contributed to the growth of the Esports Betting market. The country's high internet penetration and tech-savvy population further support the market's potential for growth in the future.
Underlying macroeconomic factors: The Esports Betting Market within the eSports Market in Ireland is heavily influenced by macroeconomic factors such as technological advancements, regulatory support, and investment in digital infrastructure. Countries with favorable regulatory environments and strong investment in esports technologies are experiencing faster market growth compared to regions with regulatory challenges and limited funding. Additionally, the increasing popularity and global reach of esports are driving the demand for betting and gambling on esports events, further fueling market growth. The rising disposable income and changing consumer behavior towards online entertainment and gaming are also contributing to the growth of the market in Ireland.
Most recent update: Aug 2024
Source: Statista Market Insights
Most recent update: Aug 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights