APO RESEARCH · REPORT
eSports Betting
Players can choose between cash-based or skins-based sites when betting on eSports matches.
Product & engineering
Understand the product.
Players can choose between cash-based or skins-based sites when betting on eSports matches.
Selected research
Industry Research
eSports Betting Industry Research Report 2026
Market perspective
Players can choose between cash-based or skins-based sites when betting on eSports matches.
According to different games, the global e-sports betting market can be divided into League of Legends, dota 2 and CS: GO, etc. League of Legends accounted for a revenue share of about 45% in 2019.
According to the age of betting players, the global e-sports betting market can be divided into Ages 18-25, Ages 26-30, Ages 31 and Above. Ages 18-25 as the most important betting crowd occupied about 76% of the market share in 2019.
Read the full market overview
In 2019, the global e-sports betting market was led by Europe and accounted for about 43% of the market share.
The Key players operating into Global eSports betting Market are GVC Holdings, Kindred Group, 888 Holdings, William Hill and Betway, etc. GVC Holdings and Kindred Group are the two players with the largest sales share, occupying about 5% and 4% of the market share in 2019, respectively.
Report Scope
This report quantifies the global eSports Betting market in terms of revenue (US$ million) and, where applicable, service volume (), using 2024 as the base year and providing annual historical and forecast data for 2021–2032.
It standardizes definitions of service Types and end-use Applications, harmonizes provider attribution, and delivers comparable time series by company, Type, Application, and region or country, including indicative price bands (US$/) and concentration ratios (CR5/CR10). Outputs are intended to support service design, budgeting, capacity planning, and benchmarking for providers, platforms, channel partners, and investors; the report also reviews technology shifts and notable service innovations relevant to eSports Betting.
Key Companies & Market Share Insights
This section profiles leading service providers with 2021–2025 results and a 2026–2032 outlook—covering revenue, market share, price bands, service portfolio and client mix, regional and channel mix, and key developments (M&A, network expansion, certifications). It also provides global revenue, average price, and—where applicable—volume metrics by provider, and calculates CR5/CR10 and rank changes to support comparative benchmarking.
eSports Betting Market by Company
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
eSports Betting Segment by Type
League of Legends
Dota 2
CS: GO
Others
eSports Betting Segment by Application
Ages 18-25
Ages 26-30
Ages 31 and Above
eSports Betting Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Spain
Russia
Netherlands
Nordic Countries
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Saudi Arabia
Israel
United Arab Emirates
Turkey
Iran
Egypt
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global eSports Betting market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of eSports Betting and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market
5. This report helps stakeholders to gain insights into which regions to target globally
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of eSports Betting.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 6: Detailed analysis of eSports Betting companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, South America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including revenue, gross margin, product introduction, recent development, etc.
Chapter 13: The main points and conclusions of the report.
More report detail
Tables and figures
Scope & coverage.
Types
- League of Legends
- Dota 2
- CS: GO
- Others
Applications
- Ages 18-25
- Ages 26-30
- Ages 31 and Above
Companies covered
- 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
Inside the report.
1 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
2 Market Overview
- 2.1 Product Definition
- 2.2 eSports Betting by Type
- 2.2.1 Market Value Comparison by Type (2021 VS 2025 VS 2032)
- 2.2.2 League of Legends
- 2.2.3 Dota 2
- 2.2.4 CS: GO
- 2.2.5 Others
- 2.3 eSports Betting by Application
- 2.3.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.3.2 Ages 18-25
- 2.3.3 Ages 26-30
- 2.3.4 Ages 31 and Above
- 2.4 Assumptions and Limitations
3 eSports Betting Breakdown Data by Type
- 3.1 Global eSports Betting Historic Market Size by Type (2021-2026)
- 3.2 Global eSports Betting Forecasted Market Size by Type (2027-2032)
4 eSports Betting Breakdown Data by Application
- 4.1 Global eSports Betting Historic Market Size by Application (2021-2026)
- 4.2 Global eSports Betting Forecasted Market Size by Application (2027-2032)
5 Global Growth Trends
- 5.1 Global eSports Betting Market Perspective (2021-2032)
- 5.2 Global eSports Betting Growth Trends by Region
- 5.2.1 Global eSports Betting Market Size by Region: 2021 VS 2025 VS 2032
- 5.2.2 eSports Betting Historic Market Size by Region (2021-2026)
- 5.2.3 eSports Betting Forecasted Market Size by Region (2027-2032)
- 5.3 eSports Betting Market Dynamics
- 5.3.1 eSports Betting Industry Trends
- 5.3.2 eSports Betting Market Drivers
- 5.3.3 eSports Betting Market Challenges
- 5.3.4 eSports Betting Market Restraints
6 Market Competitive Landscape by Players
- 6.1 Global Top eSports Betting Players by Revenue
- 6.1.1 Global Top eSports Betting Players by Revenue (2021-2026)
- 6.1.2 Global eSports Betting Revenue Market Share by Players (2021-2026)
- 6.2 Global eSports Betting Industry Players Ranking, 2023 VS 2024 VS 2025
- 6.3 Global Key Players of eSports Betting Head Office and Area Served
- 6.4 Global eSports Betting Players, Product Type & Application
- 6.5 Global eSports Betting Manufacturers Established Date
- 6.6 Global eSports Betting Market CR5 and HHI
- 6.7 Global Players Mergers & Acquisition
7 North America
- 7.1 North America eSports Betting Market Size (2021-2032)
- 7.2 North America eSports Betting Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 7.3 North America eSports Betting Market Size by Country (2021-2026)
- 7.4 North America eSports Betting Market Size by Country (2027-2032)
- 7.5 United States
- 7.5 United States
- 7.6 Canada
- 7.7 Mexico
8 Europe
- 8.1 Europe eSports Betting Market Size (2021-2032)
- 8.2 Europe eSports Betting Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 8.3 Europe eSports Betting Market Size by Country (2021-2026)
- 8.4 Europe eSports Betting Market Size by Country (2027-2032)
- 8.5 Germany
- 8.6 France
- 8.7 U.K.
- 8.8 Italy
- 8.9 Spain
- 8.10 Russia
- 8.11 Netherlands
- 8.12 Nordic Countries
9 Asia-Pacific
- 9.1 Asia-Pacific eSports Betting Market Size (2021-2032)
- 9.2 Asia-Pacific eSports Betting Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 9.3 Asia-Pacific eSports Betting Market Size by Country (2021-2026)
- 9.4 Asia-Pacific eSports Betting Market Size by Country (2027-2032)
- 9.5 China
- 9.6 Japan
- 9.7 South Korea
- 9.8 India
- 9.9 Australia
- 9.10 China Taiwan
- 9.11 Southeast Asia
10 South America
- 10.1 South America eSports Betting Market Size (2021-2032)
- 10.2 South America eSports Betting Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 10.3 South America eSports Betting Market Size by Country (2021-2026)
- 10.4 South America eSports Betting Market Size by Country (2027-2032)
- 10.5 Brazil
- 10.6 Argentina
- 10.7 Chile
- 10.8 Colombia
- 10.9 Peru
11 Middle East & Africa
- 11.1 Middle East & Africa eSports Betting Market Size (2021-2032)
- 11.2 Middle East & Africa eSports Betting Market Growth Rate by Country: 2021 VS 2025 VS 2032
- 11.3 Middle East & Africa eSports Betting Market Size by Country (2021-2026)
- 11.4 Middle East & Africa eSports Betting Market Size by Country (2027-2032)
- 11.5 Saudi Arabia
- 11.6 Israel
- 11.7 United Arab Emirates
- 11.8 Turkey
- 11.9 Iran
- 11.10 Egypt
12 Players Profiled
- 12.1 William Hill
- 12.1.1 William Hill Company Information
- 12.1.2 William Hill Business Overview
- 12.1.3 William Hill Revenue in eSports Betting Business (2021-2026)
- 12.1.4 William Hill eSports Betting Product Portfolio
- 12.1.5 William Hill Recent Developments
- 12.2 GVC Holdings
- 12.2.1 GVC Holdings Company Information
- 12.2.2 GVC Holdings Business Overview
- 12.2.3 GVC Holdings Revenue in eSports Betting Business (2021-2026)
- 12.2.4 GVC Holdings eSports Betting Product Portfolio
- 12.2.5 GVC Holdings Recent Developments
- 12.3 888 Holdings
- 12.3.1 888 Holdings Company Information
- 12.3.2 888 Holdings Business Overview
- 12.3.3 888 Holdings Revenue in eSports Betting Business (2021-2026)
- 12.3.4 888 Holdings eSports Betting Product Portfolio
- 12.3.5 888 Holdings Recent Developments
- 12.4 Kindred Group
- 12.4.1 Kindred Group Company Information
- 12.4.2 Kindred Group Business Overview
- 12.4.3 Kindred Group Revenue in eSports Betting Business (2021-2026)
- 12.4.4 Kindred Group eSports Betting Product Portfolio
- 12.4.5 Kindred Group Recent Developments
- 12.5 Betsson AB
- 12.5.1 Betsson AB Company Information
- 12.5.2 Betsson AB Business Overview
- 12.5.3 Betsson AB Revenue in eSports Betting Business (2021-2026)
- 12.5.4 Betsson AB eSports Betting Product Portfolio
- 12.5.5 Betsson AB Recent Developments
- 12.6 Betway
- 12.6.1 Betway Company Information
- 12.6.2 Betway Business Overview
- 12.6.3 Betway Revenue in eSports Betting Business (2021-2026)
- 12.6.4 Betway eSports Betting Product Portfolio
- 12.6.5 Betway Recent Developments
- 12.7 Pinnacle
- 12.7.1 Pinnacle Company Information
- 12.7.2 Pinnacle Business Overview
- 12.7.3 Pinnacle Revenue in eSports Betting Business (2021-2026)
- 12.7.4 Pinnacle eSports Betting Product Portfolio
- 12.7.5 Pinnacle Recent Developments
- 12.8 Bet365
- 12.8.1 Bet365 Company Information
- 12.8.2 Bet365 Business Overview
- 12.8.3 Bet365 Revenue in eSports Betting Business (2021-2026)
- 12.8.4 Bet365 eSports Betting Product Portfolio
- 12.8.5 Bet365 Recent Developments
- 12.9 Bet-at-home.com
- 12.9.1 Bet-at-home.com Company Information
- 12.9.2 Bet-at-home.com Business Overview
- 12.9.3 Bet-at-home.com Revenue in eSports Betting Business (2021-2026)
- 12.9.4 Bet-at-home.com eSports Betting Product Portfolio
- 12.9.5 Bet-at-home.com Recent Developments
- 12.10 Unikrn
- 12.10.1 Unikrn Company Information
- 12.10.2 Unikrn Business Overview
- 12.10.3 Unikrn Revenue in eSports Betting Business (2021-2026)
- 12.10.4 Unikrn eSports Betting Product Portfolio
- 12.10.5 Unikrn Recent Developments
- 12.11 Betfred
- 12.11.1 Betfred Company Information
- 12.11.2 Betfred Business Overview
- 12.11.3 Betfred Revenue in eSports Betting Business (2021-2026)
- 12.11.4 Betfred eSports Betting Product Portfolio
- 12.11.5 Betfred Recent Developments
- 12.12 BetWinner
- 12.12.1 BetWinner Company Information
- 12.12.2 BetWinner Business Overview
- 12.12.3 BetWinner Revenue in eSports Betting Business (2021-2026)
- 12.12.4 BetWinner eSports Betting Product Portfolio
- 12.12.5 BetWinner Recent Developments
- 12.13 Betvictor
- 12.13.1 Betvictor Company Information
- 12.13.2 Betvictor Business Overview
- 12.13.3 Betvictor Revenue in eSports Betting Business (2021-2026)
- 12.13.4 Betvictor eSports Betting Product Portfolio
- 12.13.5 Betvictor Recent Developments
- 12.14 GG.BET
- 12.14.1 GG.BET Company Information
- 12.14.2 GG.BET Business Overview
- 12.14.3 GG.BET Revenue in eSports Betting Business (2021-2026)
- 12.14.4 GG.BET eSports Betting Product Portfolio
- 12.14.5 GG.BET Recent Developments
- 12.15 Buff.bet
- 12.15.1 Buff.bet Company Information
- 12.15.2 Buff.bet Business Overview
- 12.15.3 Buff.bet Revenue in eSports Betting Business (2021-2026)
- 12.15.4 Buff.bet eSports Betting Product Portfolio
- 12.15.5 Buff.bet Recent Developments
- 12.16 Intertops
- 12.16.1 Intertops Company Information
- 12.16.2 Intertops Business Overview
- 12.16.3 Intertops Revenue in eSports Betting Business (2021-2026)
- 12.16.4 Intertops eSports Betting Product Portfolio
- 12.16.5 Intertops Recent Developments
- 12.17 Betcris
- 12.17.1 Betcris Company Information
- 12.17.2 Betcris Business Overview
- 12.17.3 Betcris Revenue in eSports Betting Business (2021-2026)
- 12.17.4 Betcris eSports Betting Product Portfolio
- 12.17.5 Betcris Recent Developments
- 12.18 Esports Entertainment Group
- 12.18.1 Esports Entertainment Group Company Information
- 12.18.2 Esports Entertainment Group Business Overview
- 12.18.3 Esports Entertainment Group Revenue in eSports Betting Business (2021-2026)
- 12.18.4 Esports Entertainment Group eSports Betting Product Portfolio
- 12.18.5 Esports Entertainment Group Recent Developments
- 12.19 SBOBET
- 12.19.1 SBOBET Company Information
- 12.19.2 SBOBET Business Overview
- 12.19.3 SBOBET Revenue in eSports Betting Business (2021-2026)
- 12.19.4 SBOBET eSports Betting Product Portfolio
- 12.19.5 SBOBET Recent Developments
13 Report Conclusion
14 Disclaimer
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