According to our (Global Info Research) latest study, the global eSports Betting market size was valued at USD 444.8 million in 2022 and is forecast to a readjusted size of USD 1388.4 million by 2029 with a CAGR of 17.7% during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
eSports is a form of competition using video games. Most commonly, eSports takes the form of organized, multiplayer video game competitions, particularly between professional players, individually or as teams. Betting on eSports is more or less identical to betting on traditional sports, with the caveat that the eSports betting product is far less developed than the traditional sports betting product. Players can choose between cash-based or skins-based sites when betting on eSports matches.
The key players operating into global eSports betting market are Entain, Kindred Group, Bet365, William Hill and Dafabet, etc. The top five players hold a share about 36%. Europe is the largest producer of eSports betting, holds a share over 40%, followed by North America and Southeast Asia. The largest market is Europe, holds a share about 45%, followed by Asia Pacific and North America, with around 33% and 14% market share respectively.
This report is a detailed and comprehensive analysis for global eSports Betting market. Both quantitative and qualitative analyses are presented by company, by region & country, by Game Type and by Player Age. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.
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This report profiles key players in the global eSports Betting market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include William Hill, GVC Holdings, 888 Holdings, Kindred Group and Betsson AB, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.
Market segment by Game Type
League of Legends
Dota 2
CS: GO
Others
Market segment by Player Age
Ages 18-25
Ages 26-30
Ages 31 and Above
Market segment by players, this report covers
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
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for eSports Betting
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe eSports Betting product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of eSports Betting, with price, sales, revenue and global market share of eSports Betting from 2018 to 2023.
Chapter 3, the eSports Betting competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the eSports Betting breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and eSports Betting market forecast, by regions, type and application, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War.
Chapter 13, the key raw materials and key suppliers, and industry chain of eSports Betting.
Chapter 14 and 15, to describe eSports Betting sales channel, distributors, customers, research findings and conclusion.
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