Selected research
Market Analysis & Forecast
Global Online Esports Betting Market Analysis and Forecast 2026-2032
Market perspective
The global Online Esports Betting market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.
The North America market for Online Esports Betting is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.
Europe market for Online Esports Betting is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.
Read the full market overview
Asia-Pacific market for Online Esports Betting is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.
The China market for Online Esports Betting is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.
The major global companies of Online Esports Betting include Betsson AB, Betway, Pinnacle, Bet365, Bet-at-home.com, Betfred, BetWinner, Betvictor and GG.BET, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.
Report Includes
This report presents an overview of global market for Online 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 Online Esports Betting, also provides the revenue of main regions and countries. Of the upcoming market potential for Online 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 Online Esports Betting revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Online 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 Online Esports Betting revenue, projected growth trends, production technology, application and end-user industry.
Online Esports Betting Segment by Company
Betsson AB
Betway
Pinnacle
Bet365
Bet-at-home.com
Betfred
BetWinner
Betvictor
GG.BET
Buff.bet
EveryGame
Betcris
Thunderpick
Rivalry
Entain
888 Holdings
Kindred Group
Online Esports Betting Segment by Type
League of Legends
Dota 2
CS: GO
Others
Online Esports Betting Segment by Application
Ages 18-25
Ages 26-30
Ages 31 and Above
Online 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 Online 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 Online 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 Online 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 Online 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 Online 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, Online 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
- Betsson AB
- Betway
- Pinnacle
- Bet365
- Bet-at-home.com
- Betfred
- BetWinner
- Betvictor
- GG.BET
- Buff.bet
- EveryGame
- Betcris
- Thunderpick
- Rivalry
- Entain
- 888 Holdings
- Kindred Group
Inside the report.
1 Market Overview
- 1.1 Product Definition
- 1.2 Online Esports Betting Market by Type
- 1.2.1 Global Online 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 Online Esports Betting Market by Application
- 1.3.1 Global Online 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 Online Esports Betting Market Dynamics
- 2.1 Online Esports Betting Industry Trends
- 2.2 Online Esports Betting Industry Drivers
- 2.3 Online Esports Betting Industry Opportunities and Challenges
- 2.4 Online Esports Betting Industry Restraints
3 Global Growth Perspective
- 3.1 Global Online Esports Betting Market Perspective (2021-2032)
- 3.2 Global Online Esports Betting Growth Trends by Region
- 3.2.1 Global Online Esports Betting Market Size by Region: 2021 VS 2025 VS 2032
- 3.2.2 Global Online Esports Betting Market Size by Region (2021-2026)
- 3.2.3 Global Online Esports Betting Market Size by Region (2027-2032)
4 Competitive Landscape by Players
- 4.1 Global Online Esports Betting Revenue by Players
- 4.1.1 Global Online Esports Betting Revenue by Players (2021-2026)
- 4.1.2 Global Online Esports Betting Revenue Market Share by Players (2021-2026)
- 4.1.3 Global Online Esports Betting Players Revenue Share Top 10 and Top 5 in 2025
- 4.2 Global Online Esports Betting Key Players Ranking, 2024 VS 2025 VS 2026
- 4.3 Global Online Esports Betting Key Players Headquarters & Area Served
- 4.4 Global Online Esports Betting Players, Product Type & Application
- 4.5 Global Online Esports Betting Players Establishment Date
- 4.6 Market Competitive Analysis
- 4.6.1 Global Online Esports Betting Market CR5 and HHI
- 4.6.3 2025 Online Esports Betting Tier 1, Tier 2, and Tier 3
5 Online Esports Betting Market Size by Type
- 5.1 Global Online Esports Betting Revenue by Type (2021 VS 2025 VS 2032)
- 5.2 Global Online Esports Betting Revenue by Type (2021-2032)
- 5.3 Global Online Esports Betting Revenue Market Share by Type (2021-2032)
6 Online Esports Betting Market Size by Application
- 6.1 Global Online Esports Betting Revenue by Application (2021 VS 2025 VS 2032)
- 6.2 Global Online Esports Betting Revenue by Application (2021-2032)
- 6.3 Global Online Esports Betting Revenue Market Share by Application (2021-2032)
7 Company Profiles
- 7.1 Betsson AB
- 7.1.1 Betsson AB Company Information
- 7.1.2 Betsson AB Business Overview
- 7.1.3 Betsson AB Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.1.4 Betsson AB Online Esports Betting Product Portfolio
- 7.1.5 Betsson AB Recent Developments
- 7.2 Betway
- 7.2.1 Betway Company Information
- 7.2.2 Betway Business Overview
- 7.2.3 Betway Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.2.4 Betway Online Esports Betting Product Portfolio
- 7.2.5 Betway Recent Developments
- 7.3 Pinnacle
- 7.3.1 Pinnacle Company Information
- 7.3.2 Pinnacle Business Overview
- 7.3.3 Pinnacle Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.3.4 Pinnacle Online Esports Betting Product Portfolio
- 7.3.5 Pinnacle Recent Developments
- 7.4 Bet365
- 7.4.1 Bet365 Company Information
- 7.4.2 Bet365 Business Overview
- 7.4.3 Bet365 Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.4.4 Bet365 Online Esports Betting Product Portfolio
- 7.4.5 Bet365 Recent Developments
- 7.5 Bet-at-home.com
- 7.5.1 Bet-at-home.com Company Information
- 7.5.2 Bet-at-home.com Business Overview
- 7.5.3 Bet-at-home.com Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.5.4 Bet-at-home.com Online Esports Betting Product Portfolio
- 7.5.5 Bet-at-home.com Recent Developments
- 7.6 Betfred
- 7.6.1 Betfred Company Information
- 7.6.2 Betfred Business Overview
- 7.6.3 Betfred Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.6.4 Betfred Online Esports Betting Product Portfolio
- 7.6.5 Betfred Recent Developments
- 7.7 BetWinner
- 7.7.1 BetWinner Company Information
- 7.7.2 BetWinner Business Overview
- 7.7.3 BetWinner Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.7.4 BetWinner Online Esports Betting Product Portfolio
- 7.7.5 BetWinner Recent Developments
- 7.8 Betvictor
- 7.8.1 Betvictor Company Information
- 7.8.2 Betvictor Business Overview
- 7.8.3 Betvictor Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.8.4 Betvictor Online Esports Betting Product Portfolio
- 7.8.5 Betvictor Recent Developments
- 7.9 GG.BET
- 7.9.1 GG.BET Company Information
- 7.9.2 GG.BET Business Overview
- 7.9.3 GG.BET Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.9.4 GG.BET Online Esports Betting Product Portfolio
- 7.9.5 GG.BET Recent Developments
- 7.10 Buff.bet
- 7.10.1 Buff.bet Company Information
- 7.10.2 Buff.bet Business Overview
- 7.10.3 Buff.bet Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.10.4 Buff.bet Online Esports Betting Product Portfolio
- 7.10.5 Buff.bet Recent Developments
- 7.11 EveryGame
- 7.11.1 EveryGame Company Information
- 7.11.2 EveryGame Business Overview
- 7.11.3 EveryGame Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.11.4 EveryGame Online Esports Betting Product Portfolio
- 7.11.5 EveryGame Recent Developments
- 7.12 Betcris
- 7.12.1 Betcris Company Information
- 7.12.2 Betcris Business Overview
- 7.12.3 Betcris Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.12.4 Betcris Online Esports Betting Product Portfolio
- 7.12.5 Betcris Recent Developments
- 7.13 Thunderpick
- 7.13.1 Thunderpick Company Information
- 7.13.2 Thunderpick Business Overview
- 7.13.3 Thunderpick Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.13.4 Thunderpick Online Esports Betting Product Portfolio
- 7.13.5 Thunderpick Recent Developments
- 7.14 Rivalry
- 7.14.1 Rivalry Company Information
- 7.14.2 Rivalry Business Overview
- 7.14.3 Rivalry Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.14.4 Rivalry Online Esports Betting Product Portfolio
- 7.14.5 Rivalry Recent Developments
- 7.15 Entain
- 7.15.1 Entain Company Information
- 7.15.2 Entain Business Overview
- 7.15.3 Entain Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.15.4 Entain Online Esports Betting Product Portfolio
- 7.15.5 Entain Recent Developments
- 7.16 888 Holdings
- 7.16.1 888 Holdings Company Information
- 7.16.2 888 Holdings Business Overview
- 7.16.3 888 Holdings Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.16.4 888 Holdings Online Esports Betting Product Portfolio
- 7.16.5 888 Holdings Recent Developments
- 7.17 Kindred Group
- 7.17.1 Kindred Group Company Information
- 7.17.2 Kindred Group Business Overview
- 7.17.3 Kindred Group Online Esports Betting Revenue and Gross Margin (2021-2026)
- 7.17.4 Kindred Group Online Esports Betting Product Portfolio
- 7.17.5 Kindred Group Recent Developments
8 North America
- 8.1 North America Online Esports Betting Revenue (2021-2032)
- 8.2 North America Online Esports Betting Revenue by Type (2021-2032)
- 8.2.1 North America Online Esports Betting Revenue by Type (2021-2026)
- 8.2.2 North America Online Esports Betting Revenue by Type (2027-2032)
- 8.3 North America Online Esports Betting Revenue Share by Type (2021-2032)
- 8.4 North America Online Esports Betting Revenue by Application (2021-2032)
- 8.4.1 North America Online Esports Betting Revenue by Application (2021-2026)
- 8.4.2 North America Online Esports Betting Revenue by Application (2027-2032)
- 8.5 North America Online Esports Betting Revenue Share by Application (2021-2032)
- 8.6 North America Online Esports Betting Revenue by Country
- 8.6.1 North America Online Esports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 8.6.2 North America Online Esports Betting Revenue by Country (2021-2026)
- 8.6.3 North America Online 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 Online Esports Betting Revenue (2021-2032)
- 9.2 Europe Online Esports Betting Revenue by Type (2021-2032)
- 9.2.1 Europe Online Esports Betting Revenue by Type (2021-2026)
- 9.2.2 Europe Online Esports Betting Revenue by Type (2027-2032)
- 9.3 Europe Online Esports Betting Revenue Share by Type (2021-2032)
- 9.4 Europe Online Esports Betting Revenue by Application (2021-2032)
- 9.4.1 Europe Online Esports Betting Revenue by Application (2021-2026)
- 9.4.2 Europe Online Esports Betting Revenue by Application (2027-2032)
- 9.5 Europe Online Esports Betting Revenue Share by Application (2021-2032)
- 9.6 Europe Online Esports Betting Revenue by Country
- 9.6.1 Europe Online Esports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 9.6.2 Europe Online Esports Betting Revenue by Country (2021-2026)
- 9.6.3 Europe Online 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 Online Esports Betting Revenue (2021-2032)
- 10.2 China Online Esports Betting Revenue by Type (2021-2032)
- 10.2.1 China Online Esports Betting Revenue by Type (2021-2026)
- 10.2.2 China Online Esports Betting Revenue by Type (2027-2032)
- 10.3 China Online Esports Betting Revenue Share by Type (2021-2032)
- 10.4 China Online Esports Betting Revenue by Application (2021-2032)
- 10.4.1 China Online Esports Betting Revenue by Application (2021-2026)
- 10.4.2 China Online Esports Betting Revenue by Application (2027-2032)
- 10.5 China Online Esports Betting Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
- 11.1 Asia Online Esports Betting Revenue (2021-2032)
- 11.2 Asia Online Esports Betting Revenue by Type (2021-2032)
- 11.2.1 Asia Online Esports Betting Revenue by Type (2021-2026)
- 11.2.2 Asia Online Esports Betting Revenue by Type (2027-2032)
- 11.3 Asia Online Esports Betting Revenue Share by Type (2021-2032)
- 11.4 Asia Online Esports Betting Revenue by Application (2021-2032)
- 11.4.1 Asia Online Esports Betting Revenue by Application (2021-2026)
- 11.4.2 Asia Online Esports Betting Revenue by Application (2027-2032)
- 11.5 Asia Online Esports Betting Revenue Share by Application (2021-2032)
- 11.6 Asia Online Esports Betting Revenue by Country
- 11.6.1 Asia Online Esports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 11.6.2 Asia Online Esports Betting Revenue by Country (2021-2026)
- 11.6.3 Asia Online 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 Online Esports Betting Revenue (2021-2032)
- 12.2 SAMEA Online Esports Betting Revenue by Type (2021-2032)
- 12.2.1 SAMEA Online Esports Betting Revenue by Type (2021-2026)
- 12.2.2 SAMEA Online Esports Betting Revenue by Type (2027-2032)
- 12.3 SAMEA Online Esports Betting Revenue Share by Type (2021-2032)
- 12.4 SAMEA Online Esports Betting Revenue by Application (2021-2032)
- 12.4.1 SAMEA Online Esports Betting Revenue by Application (2021-2026)
- 12.4.2 SAMEA Online Esports Betting Revenue by Application (2027-2032)
- 12.5 SAMEA Online Esports Betting Revenue Share by Application (2021-2032)
- 12.6 SAMEA Online Esports Betting Revenue by Country
- 12.6.1 SAMEA Online Esports Betting Revenue by Country (2021 VS 2025 VS 2032)
- 12.6.2 SAMEA Online Esports Betting Revenue by Country (2021-2026)
- 12.6.3 SAMEA Online 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
GET THE RESEARCH
Choose your license.
Choose who needs access.
All options are for this report and research series.
PDF by email within 3–5 working days after payment confirmation.
Talk to an analyst