APO RESEARCH · REPORT
eSports Betting
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Product & engineering
Understand the product.
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Selected research
Market Analysis & Forecast
Global eSports Betting Market Analysis and Forecast 2026-2032
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 Includes
This report presents an overview of global market for eSports Betting, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.
This report researches the key producers of eSports Betting, also provides the revenue of main regions and countries. Of the upcoming market potential for eSports Betting, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the eSports Betting revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global eSports Betting market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for eSports Betting revenue, projected growth trends, production technology, application and end-user industry.
eSports Betting Segment 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
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries
Study Objectives
1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
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 market size), 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: 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 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of eSports Betting in global and regional level. 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 4: Detailed analysis of eSports Betting company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, eSports Betting revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights 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 Market Overview
- 1.1 Product Definition
- 1.2 eSports Betting Market by Type
- 1.2.1 Global eSports Betting Market Size by Type, 2021 VS 2025 VS 2032
- 1.2.2 League of Legends
- 1.2.3 Dota 2
- 1.2.4 CS: GO
- 1.2.5 Others
- 1.3 eSports Betting Market by Application
- 1.3.1 Global eSports Betting Market Size by Application, 2021 VS 2025 VS 2032
- 1.3.2 Ages 18-25
- 1.3.3 Ages 26-30
- 1.3.4 Ages 31 and Above
- 1.4 Assumptions and Limitations
- 1.5 Study Goals and Objectives
2 eSports Betting Market Dynamics
- 2.1 eSports Betting Industry Trends
- 2.2 eSports Betting Industry Drivers
- 2.3 eSports Betting Industry Opportunities and Challenges
- 2.4 eSports Betting Industry Restraints
3 Global Growth Perspective
- 3.1 Global eSports Betting Market Perspective (2021-2032)
- 3.2 Global eSports Betting Growth Trends by Region
- 3.2.1 Global eSports Betting Market Size by Region: 2021 VS 2025 VS 2032
- 3.2.2 Global eSports Betting Market Size by Region (2021-2026)
- 3.2.3 Global eSports Betting Market Size by Region (2027-2032)
4 Competitive Landscape by Players
- 4.1 Global eSports Betting Revenue by Players
- 4.1.1 Global eSports Betting Revenue by Players (2021-2026)
- 4.1.2 Global eSports Betting Revenue Market Share by Players (2021-2026)
- 4.1.3 Global eSports Betting Players Revenue Share Top 10 and Top 5 in 2025
- 4.2 Global eSports Betting Key Players Ranking, 2024 VS 2025 VS 2026
- 4.3 Global eSports Betting Key Players Headquarters & Area Served
- 4.4 Global eSports Betting Players, Product Type & Application
- 4.5 Global eSports Betting Players Establishment Date
- 4.6 Market Competitive Analysis
- 4.6.1 Global eSports Betting Market CR5 and HHI
- 4.6.3 2025 eSports Betting Tier 1, Tier 2, and Tier 3
5 eSports Betting Market Size by Type
- 5.1 Global eSports Betting Revenue by Type (2021 VS 2025 VS 2032)
- 5.2 Global eSports Betting Revenue by Type (2021-2032)
- 5.3 Global eSports Betting Revenue Market Share by Type (2021-2032)
6 eSports Betting Market Size by Application
- 6.1 Global eSports Betting Revenue by Application (2021 VS 2025 VS 2032)
- 6.2 Global eSports Betting Revenue by Application (2021-2032)
- 6.3 Global eSports Betting Revenue Market Share by Application (2021-2032)
7 Company Profiles
- 7.1 William Hill
- 7.1.1 William Hill Company Information
- 7.1.2 William Hill Business Overview
- 7.1.3 William Hill eSports Betting Revenue and Gross Margin (2021-2026)
- 7.1.4 William Hill eSports Betting Product Portfolio
- 7.1.5 William Hill Recent Developments
- 7.2 GVC Holdings
- 7.2.1 GVC Holdings Company Information
- 7.2.2 GVC Holdings Business Overview
- 7.2.3 GVC Holdings eSports Betting Revenue and Gross Margin (2021-2026)
- 7.2.4 GVC Holdings eSports Betting Product Portfolio
- 7.2.5 GVC Holdings Recent Developments
- 7.3 888 Holdings
- 7.3.1 888 Holdings Company Information
- 7.3.2 888 Holdings Business Overview
- 7.3.3 888 Holdings eSports Betting Revenue and Gross Margin (2021-2026)
- 7.3.4 888 Holdings eSports Betting Product Portfolio
- 7.3.5 888 Holdings Recent Developments
- 7.4 Kindred Group
- 7.4.1 Kindred Group Company Information
- 7.4.2 Kindred Group Business Overview
- 7.4.3 Kindred Group eSports Betting Revenue and Gross Margin (2021-2026)
- 7.4.4 Kindred Group eSports Betting Product Portfolio
- 7.4.5 Kindred Group Recent Developments
- 7.5 Betsson AB
- 7.5.1 Betsson AB Company Information
- 7.5.2 Betsson AB Business Overview
- 7.5.3 Betsson AB eSports Betting Revenue and Gross Margin (2021-2026)
- 7.5.4 Betsson AB eSports Betting Product Portfolio
- 7.5.5 Betsson AB Recent Developments
- 7.6 Betway
- 7.6.1 Betway Company Information
- 7.6.2 Betway Business Overview
- 7.6.3 Betway eSports Betting Revenue and Gross Margin (2021-2026)
- 7.6.4 Betway eSports Betting Product Portfolio
- 7.6.5 Betway Recent Developments
- 7.7 Pinnacle
- 7.7.1 Pinnacle Company Information
- 7.7.2 Pinnacle Business Overview
- 7.7.3 Pinnacle eSports Betting Revenue and Gross Margin (2021-2026)
- 7.7.4 Pinnacle eSports Betting Product Portfolio
- 7.7.5 Pinnacle Recent Developments
- 7.8 Bet365
- 7.8.1 Bet365 Company Information
- 7.8.2 Bet365 Business Overview
- 7.8.3 Bet365 eSports Betting Revenue and Gross Margin (2021-2026)
- 7.8.4 Bet365 eSports Betting Product Portfolio
- 7.8.5 Bet365 Recent Developments
- 7.9 Bet-at-home.com
- 7.9.1 Bet-at-home.com Company Information
- 7.9.2 Bet-at-home.com Business Overview
- 7.9.3 Bet-at-home.com eSports Betting Revenue and Gross Margin (2021-2026)
- 7.9.4 Bet-at-home.com eSports Betting Product Portfolio
- 7.9.5 Bet-at-home.com Recent Developments
- 7.10 Unikrn
- 7.10.1 Unikrn Company Information
- 7.10.2 Unikrn Business Overview
- 7.10.3 Unikrn eSports Betting Revenue and Gross Margin (2021-2026)
- 7.10.4 Unikrn eSports Betting Product Portfolio
- 7.10.5 Unikrn Recent Developments
- 7.11 Betfred
- 7.11.1 Betfred Company Information
- 7.11.2 Betfred Business Overview
- 7.11.3 Betfred eSports Betting Revenue and Gross Margin (2021-2026)
- 7.11.4 Betfred eSports Betting Product Portfolio
- 7.11.5 Betfred Recent Developments
- 7.12 BetWinner
- 7.12.1 BetWinner Company Information
- 7.12.2 BetWinner Business Overview
- 7.12.3 BetWinner eSports Betting Revenue and Gross Margin (2021-2026)
- 7.12.4 BetWinner eSports Betting Product Portfolio
- 7.12.5 BetWinner Recent Developments
- 7.13 Betvictor
- 7.13.1 Betvictor Company Information
- 7.13.2 Betvictor Business Overview
- 7.13.3 Betvictor eSports Betting Revenue and Gross Margin (2021-2026)
- 7.13.4 Betvictor eSports Betting Product Portfolio
- 7.13.5 Betvictor Recent Developments
- 7.14 GG.BET
- 7.14.1 GG.BET Company Information
- 7.14.2 GG.BET Business Overview
- 7.14.3 GG.BET eSports Betting Revenue and Gross Margin (2021-2026)
- 7.14.4 GG.BET eSports Betting Product Portfolio
- 7.14.5 GG.BET Recent Developments
- 7.15 Buff.bet
- 7.15.1 Buff.bet Company Information
- 7.15.2 Buff.bet Business Overview
- 7.15.3 Buff.bet eSports Betting Revenue and Gross Margin (2021-2026)
- 7.15.4 Buff.bet eSports Betting Product Portfolio
- 7.15.5 Buff.bet Recent Developments
- 7.16 Intertops
- 7.16.1 Intertops Company Information
- 7.16.2 Intertops Business Overview
- 7.16.3 Intertops eSports Betting Revenue and Gross Margin (2021-2026)
- 7.16.4 Intertops eSports Betting Product Portfolio
- 7.16.5 Intertops Recent Developments
- 7.17 Betcris
- 7.17.1 Betcris Company Information
- 7.17.2 Betcris Business Overview
- 7.17.3 Betcris eSports Betting Revenue and Gross Margin (2021-2026)
- 7.17.4 Betcris eSports Betting Product Portfolio
- 7.17.5 Betcris Recent Developments
- 7.18 Esports Entertainment Group
- 7.18.1 Esports Entertainment Group Company Information
- 7.18.2 Esports Entertainment Group Business Overview
- 7.18.3 Esports Entertainment Group eSports Betting Revenue and Gross Margin (2021-2026)
- 7.18.4 Esports Entertainment Group eSports Betting Product Portfolio
- 7.18.5 Esports Entertainment Group Recent Developments
- 7.19 SBOBET
- 7.19.1 SBOBET Company Information
- 7.19.2 SBOBET Business Overview
- 7.19.3 SBOBET eSports Betting Revenue and Gross Margin (2021-2026)
- 7.19.4 SBOBET eSports Betting Product Portfolio
- 7.19.5 SBOBET Recent Developments
8 North America
- 8.1 North America eSports Betting Revenue (2021-2032)
- 8.2 North America eSports Betting Revenue by Type (2021-2032)
- 8.2.1 North America eSports Betting Revenue by Type (2021-2026)
- 8.2.2 North America eSports Betting Revenue by Type (2027-2032)
- 8.3 North America eSports Betting Revenue Share by Type (2021-2032)
- 8.4 North America eSports Betting Revenue by Application (2021-2032)
- 8.4.1 North America eSports Betting Revenue by Application (2021-2026)
- 8.4.2 North America eSports Betting Revenue by Application (2027-2032)
- 8.5 North America eSports Betting Revenue Share by Application (2021-2032)
- 8.6 North America eSports Betting Revenue by Country
- 8.6.1 North America eSports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 8.6.2 North America eSports Betting Revenue by Country (2021-2026)
- 8.6.3 North America eSports Betting Revenue by Country (2027-2032)
- 8.6.4 United States
- 8.6.5 Canada
- 8.6.6 Mexico
9 Europe
- 9.1 Europe eSports Betting Revenue (2021-2032)
- 9.2 Europe eSports Betting Revenue by Type (2021-2032)
- 9.2.1 Europe eSports Betting Revenue by Type (2021-2026)
- 9.2.2 Europe eSports Betting Revenue by Type (2027-2032)
- 9.3 Europe eSports Betting Revenue Share by Type (2021-2032)
- 9.4 Europe eSports Betting Revenue by Application (2021-2032)
- 9.4.1 Europe eSports Betting Revenue by Application (2021-2026)
- 9.4.2 Europe eSports Betting Revenue by Application (2027-2032)
- 9.5 Europe eSports Betting Revenue Share by Application (2021-2032)
- 9.6 Europe eSports Betting Revenue by Country
- 9.6.1 Europe eSports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 9.6.2 Europe eSports Betting Revenue by Country (2021-2026)
- 9.6.3 Europe eSports Betting Revenue by Country (2027-2032)
- 9.6.4 Germany
- 9.6.5 France
- 9.6.6 U.K.
- 9.6.7 Italy
- 9.6.8 Russia
- 9.6.9 Spain
- 9.6.10 Netherlands
- 9.6.11 Switzerland
- 9.6.12 Sweden
- 9.6.13 Poland
10 China
- 10.1 China eSports Betting Revenue (2021-2032)
- 10.2 China eSports Betting Revenue by Type (2021-2032)
- 10.2.1 China eSports Betting Revenue by Type (2021-2026)
- 10.2.2 China eSports Betting Revenue by Type (2027-2032)
- 10.3 China eSports Betting Revenue Share by Type (2021-2032)
- 10.4 China eSports Betting Revenue by Application (2021-2032)
- 10.4.1 China eSports Betting Revenue by Application (2021-2026)
- 10.4.2 China eSports Betting Revenue by Application (2027-2032)
- 10.5 China eSports Betting Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
- 11.1 Asia eSports Betting Revenue (2021-2032)
- 11.2 Asia eSports Betting Revenue by Type (2021-2032)
- 11.2.1 Asia eSports Betting Revenue by Type (2021-2026)
- 11.2.2 Asia eSports Betting Revenue by Type (2027-2032)
- 11.3 Asia eSports Betting Revenue Share by Type (2021-2032)
- 11.4 Asia eSports Betting Revenue by Application (2021-2032)
- 11.4.1 Asia eSports Betting Revenue by Application (2021-2026)
- 11.4.2 Asia eSports Betting Revenue by Application (2027-2032)
- 11.5 Asia eSports Betting Revenue Share by Application (2021-2032)
- 11.6 Asia eSports Betting Revenue by Country
- 11.6.1 Asia eSports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 11.6.2 Asia eSports Betting Revenue by Country (2021-2026)
- 11.6.3 Asia eSports Betting Revenue by Country (2027-2032)
- 11.6.4 Japan
- 11.6.5 South Korea
- 11.6.6 India
- 11.6.7 Australia
- 11.6.8 Taiwan
- 11.6.9 Southeast Asia
12 South America, Middle East and Africa
- 12.1 SAMEA eSports Betting Revenue (2021-2032)
- 12.2 SAMEA eSports Betting Revenue by Type (2021-2032)
- 12.2.1 SAMEA eSports Betting Revenue by Type (2021-2026)
- 12.2.2 SAMEA eSports Betting Revenue by Type (2027-2032)
- 12.3 SAMEA eSports Betting Revenue Share by Type (2021-2032)
- 12.4 SAMEA eSports Betting Revenue by Application (2021-2032)
- 12.4.1 SAMEA eSports Betting Revenue by Application (2021-2026)
- 12.4.2 SAMEA eSports Betting Revenue by Application (2027-2032)
- 12.5 SAMEA eSports Betting Revenue Share by Application (2021-2032)
- 12.6 SAMEA eSports Betting Revenue by Country
- 12.6.1 SAMEA eSports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 12.6.2 SAMEA eSports Betting Revenue by Country (2021-2026)
- 12.6.3 SAMEA eSports Betting Revenue by Country (2027-2032)
- 12.6.4 Brazil
- 12.6.5 Argentina
- 12.6.6 Chile
- 12.6.7 Colombia
- 12.6.8 Peru
- 12.6.9 Saudi Arabia
- 12.6.10 Israel
- 12.6.11 UAE
- 12.6.12 Turkey
- 12.6.13 Iran
- 12.6.14 Egypt
13 Concluding Insights
14 Appendix
- 14.1 Reasons for Doing This Study
- 14.2 Research Methodology
- 14.3 Research Process
- 14.4 Authors List of This Report
- 14.5 Data Source
- 14.5.1 Secondary Sources
- 14.5.2 Primary Sources
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