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Esports and Sport Gambling Market

Dec 2023

Base Year Value ()

x.x %
x.x %

CAGR ()

x.x %
x.x %

Forecast Year Value ()

x.x %
x.x %

Historical Data Period

Largest Region

Forecast Period

유형별(e스포츠, 전통 스포츠), 응용 프로그램(온라인, 오프라인), 최종 사용(레크리에이션 도박꾼, 프로 도박꾼) 및 지역별 e스포츠 및 스포츠 도박 시장, 2023년부터 2030년까지의 글로벌 추세 및 예측

Instant access to hundreds of data points and trends

  • Market estimates from 2014-2029
  • Competitive analysis, industry segmentation, financial benchmarks
  • Incorporates SWOT, Porter's Five Forces and risk management frameworks
  • PDF report or online database with Word, Excel and PowerPoint export options
  • 100% money back guarantee

e스포츠 및 스포츠 도박 시장 개요


글로벌 e스포츠 및 스포츠 도박 시장은 2023년 637억 달러에서 2030년 1,408억 2,000만 달러로 성장할 것으로 예상되며, 예측 기간 동안 연평균 성장률은 12%입니다.

전자 스포츠 또는 줄여서 e스포츠는 다양한 게임 장르에서 팀이나 개인이 서로 경쟁하는 경쟁 비디오 게임입니다. 지난 10년 동안 e스포츠는 인기가 급격히 증가하여 다양한 연령대와 인구 통계적 배경의 시청자를 끌어 모았습니다. e스포츠는 경쟁적 특성과 온라인 스트리밍 서비스의 가용성으로 인해 인기 있는 엔터테인먼트가 되었습니다. 1인칭 슈팅 게임(FPS), 멀티플레이어 온라인 배틀 아레나(MOBA), 실시간 전략(RTS), 스포츠 시뮬레이션 게임을 포함한 다양한 비디오 게임 장르가 e스포츠 부문에 포함됩니다. 프로 팀과 선수는 전 세계적으로 개최되는 주요 e스포츠 대회와 리그에서 상당한 상금을 놓고 경쟁합니다. e스포츠 산업은 스폰서십 계약, 미디어 권리 계약, 기존 스포츠 조직과의 파트너십의 등장으로 인해 확장과 상업화를 경험했습니다. 반대로 스포츠 도박은 스포츠 이벤트를 예측하고 이에 베팅하는 관행입니다. 수년에 걸쳐 기존 스포츠 도박은 변화했으며 온라인 베팅 플랫폼의 등장으로 더 많은 청중이 이용할 수 있게 되었습니다. 스포츠 도박은 항상 인기 있는 엔터테인먼트의 원천이었습니다. [캡션 id="attachment_33864" align="aligncenter" width="1920"]Esports and Sport Gambling Market | Exactitude Consultancy
e스포츠 및 스포츠 도박 시장 | Exactitude Consultancy
[/caption] 최근 몇 년 동안 e스포츠와 스포츠 도박 시장은 비교할 수 없을 정도로 확장되고 두드러졌으며, 엔터테인먼트 및 게임 사업 내에서 활기차고 수익성 있는 영역으로 변모했습니다. 경쟁적인 비디오 게임으로 정의되는 e스포츠는 잘 알려진 현상이 되어 전 세계적으로 수백만 명의 열렬한 팬을 끌어모았습니다. e스포츠 사업은 이러한 인기 상승으로 인해 빠르게 확장되고 있으며, 프로 리그, 대회 및 스폰서십은 수십억 달러의 수익을 창출하고 있습니다. 스포츠 도박 산업은 규제 환경의 변화와 기술 개선의 결과로 동시에 전환을 겪었습니다. 기존 스포츠 베팅의 세계는 디지털 플랫폼을 포함하도록 확대되어 팬에게 선호하는 스포츠 이벤트에 베팅할 수 있는 쉽고 간단한 방법을 제공합니다. e스포츠와 스포츠 도박 간의 공생 관계가 발전하여 엔터테인먼트 부문에 대한 전반적인 영향력이 증가했습니다. 요즘 많은 사람들이 게임 플레이 자체만큼이나 게임에 수반되는 베팅 옵션을 위해 e스포츠 경기와 이벤트를 시청합니다. 이러한 이중적 매력으로 인해 베팅 사이트와 e스포츠 조직이 협력하여 두 산업 모두에서 추가 투자와 혁신을 촉진했습니다. 그러나 스포츠 베팅과 e스포츠의 인기가 높아지면서 특히 젊은 청중을 대상으로 무결성, 책임감 있는 게임 및 착취 가능성에 대한 의문이 제기되었습니다. 당국과 산업 참여자는 이러한 시장의 확장과 고객을 확보하고 경쟁 게임과 스포츠의 무결성을 보존하기 위한 조치 사이에서 균형을 이루는 구조를 만들기 위해 노력하고 있습니다.




















































기인하다세부
학습 기간2020-2030
기준년도2022
추정 연도2023
예상 연도2023-2030
역사적 기간2019-2021
단위가치(10억 달러)
분할유형, 응용 프로그램, 최종 사용 및 지역별
 

유형별로


  • e스포츠

  • 전통 스포츠


 

응용 프로그램으로


  • 온라인

  • 오프라인


 

최종 사용에 따라


  • 레크리에이션 도박꾼

  • 프로 도박꾼


 

 

지역별로

 


  • 북아메리카

  • 아시아 태평양

  • 유럽

  • 남아메리카

  • 중동 아시아 및 아프리카



Frequently Asked Questions

What is the market size for the Esports and Sport Gambling market?

The global Esports and Sport Gambling market is anticipated to grow from USD 63.70 Billion in 2023 to USD 140.82 Billion by 2030, at a CAGR of 12 % during the forecast period.

Which region is dominating in the Esports and Sport Gambling market?

North America accounted for the largest market in the Esports and Sport Gambling market. North America accounted for 39 % market share of the global market value.

Who are the major key players in the Esports and Sport Gambling market?

Betway esports, Unikrn, Pinnacle, Bet365, Arcanebet, Gg.bet, Rivalry, Thunderpick, Egb (egamingbets), Vulkanbet, William hill

What are the key trends in the Esports and Sport Gambling market?

With the emergence of fantasy esports sites, players could put together fictional teams and compete using actual player performance. This gave betting on esports a new angle. Teams, individuals, and organizations involved in esports are increasingly looking to collaborate with gaming platforms. Both sides were given access to rare chances through these collaborations. The industry for sports betting has continued to be shaped by the prevalence of mobile devices. Real-time betting options, accessibility, and convenience were offered by mobile apps.

Esports and Sport Gambling Market Segmentation Analysis

The global Esports and Sport Gambling market is divided into three segments, type, application end use, and region. By Type market is divided into E Sports and Traditional Sports. E-sports holds the largest market share. Electronic sports, or esports for short, are competitive video games played through electronic systems; these games frequently feature professional players, leagues, and major competitions. The popularity of esports has grown dramatically, establishing a unique economy with its ecosystem of teams, competitors, advertisers, and supporters. A wide variety of games, including well-known titles like League of Legends, Dota 2, and Counter-Strike: Global Offensive, are what define the esports sector. The majority of the viewing experience is digital, and the involvement of esports fans is greatly influenced by live broadcasts, internet platforms, and gaming communities. [caption id="attachment_33865" align="aligncenter" width="1920"]Esports and Sport Gambling Market | Exactitude Consultancy
Esports and Sport Gambling Market | Exactitude Consultancy
[/caption] Traditional sports, on the other hand, include a broad range of physical activities and contests with a rich cultural background. Sports including baseball, basketball, football, soccer, and more are included in this category. Classic sports have typically been connected to real stadiums, television broadcasts, and well-established leagues and organizations. But with the addition of digital platforms, internet streaming, and interactive fan experiences, technology has also had an impact on the traditional sports environment. The market's separation of traditional sports from esports is a reflection of how consumer preferences are changing and how entertainment consumption habits are changing. [caption id="attachment_33866" align="aligncenter" width="1920"]Esports and Sport Gambling Market | Exactitude Consultancy
Esports and Sport Gambling Market | Exactitude Consultancy
[/caption] By application segment is divided into online and offline. This online segment holds the largest market share. The online category includes digital platforms, websites, and apps that enable virtual experiences and interactions. Online applications in the context of esports include digital gaming communities, online esports events, and live streaming platforms. Online interaction enables esports fans to interact with a worldwide fan base, watch live broadcasts, and play multiplayer games. Similar to this, online applications in the context of sports betting refer to websites and digital platforms that let users make bets, view real-time odds, and partake in other online betting activities. On the other hand, events and activities that take place in real, non-digital venues are included in the offline category. LAN (Local Area Network) parties, on-site tournaments, and live esports competitions hosted in arenas or convention centers are examples of offline esports events. Offline applications for sports gambling include conventional brick-and-mortar sportsbooks, casinos, and real betting venues where bets can be made in person. [caption id="attachment_33868" align="aligncenter" width="1920"]Esports and Sport Gambling Market | Exactitude Consultancy
Esports and Sport Gambling Market | Exactitude Consultancy
[/caption] The separation of apps into online and offline categories emphasizes how consumers engage in these markets in two different ways. While offline encounters give esports and sports gambling a tactile, social, and immersive component, online platforms offer convenience, accessibility, and the chance to connect with a worldwide audience. Businesses, advertisers, and investors need to grasp this segmentation to understand how customers choose to engage with these marketplaces. It also directs the creation of plans to accommodate people's tastes and habits in both online and offline environments. The balance between online and offline applications within the esports and sports gambling markets is anticipated to change in step with consumer tastes and technological advancements, offering new opportunities and challenges for industry participants.

Esports and Sport Gambling Market Dynamics

Driver

Esports has seen a significant surge in popularity, attracting a large and diverse audience worldwide. Esports competitions and tournaments are easily available to a worldwide audience because they are frequently aired and streamed online. Without regard to location, viewers from various nations and time zones can follow their preferred teams and athletes. Twitch, YouTube Gaming, and other platforms have grown to be important hubs for esports content. These platforms give spectators and players a place to watch, interact, and livestream esports events in real time. From casual gaming to a highly professionalized sector, esports has developed. Esports have become more professional and draw spectators and players as a result of the creation of franchised teams, leagues, and large sponsorship deals. First-person shooters, multiplayer online battle arenas (MOBAs), real-time strategy games, and sports simulations are just a few of the game genres that are included in the broad category of esports. Because of its diversity, esports are able to serve a wide range of gamers. The growth of well-known online celebrities and gamers has greatly boosted esports' appeal. Well-known players, streamers, and content producers draw sizable fan bases, which helps the competitive gaming industry gain wider recognition. The popularity of esports is largely attributed to games created especially for competitive play, which have attributes like spectator modes, esports-friendly interfaces, and balanced competition. Esports mainstays include games like League of Legends, Dota 2, and Counter-Strike: Global Offensive.

Restraint

The rise of esports and sports gambling has led to concerns about match-fixing and cheating. Since the esports and sports gambling businesses are relatively new, regulatory frameworks have not kept up with their explosive expansion. An absence of thorough control and supervision might give rise to immoral activities, such as match-fixing. Sports betting and esports events are frequently held online, catering to a worldwide viewership. Because of this, it might be difficult to properly monitor and control behavior while it's online, which opens the door to manipulation. The financial incentives for individuals and teams to engage in match-fixing have increased due to the significant growth in prize money and betting profits. Competition integrity may be compromised by participants who stand to earn significantly financially. Teams and players may be subject to a variety of pressures, such as monetary difficulties, contract issues, or the need for achievement. In esports, the use of technology—such as hacks, cheats, or exploits—can raise serious ethical issues. Cheating devices or methods have the potential to erode competition fairness and jeopardize the validity of findings. Unawareness of the repercussions of cheating and match-fixing might lead to unethical behavior. Establishing a culture of integrity requires teaching players, teams, and spectators about the detrimental effects of such behavior. It can be easier to spot any match-fixing incidents by working together with sports betting providers to exchange information and keep an eye out for odd betting patterns. Retaining integrity requires forging solid alliances with the gaming sector.

Opportunities

Esports events are often live-streamed, providing an opportunity for gambling platforms to integrate live betting features. Esports competitions are exciting and fast-paced. Users can interact with the action in real-time through live betting, which amplifies the thrill. With live betting, fans may make wagers at any point throughout a game, which keeps them interested all the way through. A vast array of in-game occurrences are covered by live betting, including the next team to score, the first player to reach a particular milestone, and the result of a given round. Bets on individual player performances during the match, such as the number of kills, assists, or certain feats, are available to users. The user experience is improved overall by incorporating interactive features like live chat, real-time statistics, and video highlights. A seamless and engaging experience for users is ensured by directly connecting live betting interfaces with the broadcasts of esports events. Odds can be dynamically adjusted during live betting in response to the match's events as they happen. This flexibility allows for more accurate depictions of the circumstances at hand. To encourage more customers to participate in live betting during esports events, gambling platforms can designate unique incentives and bonuses. Increasing visibility and engagement through live betting promotions in collaboration with well-known esports streamers is possible.

Competitive Landscape

The competitive landscape of the Esports and Sport Gambling market was dynamic, with several prominent companies competing to provide innovative and advanced Esports and Sport Gambling solutions.
  1. Betway Esports
  2. Unikrn
  3. Pinnacle
  4. Bet365
  5. Arcanebet
  6. bet
  7. Rivalry
  8. Thunderpick
  9. EGB (Egamingbets)
  10. Vulkanbet
  11. William Hill
  12. 888 Holdings Plc
  13. Betsson AB
  14. Churchill Downs Incorporated
  15. Entain plc
  16. Flutter Entertainment Plc
  17. IGT
  18. Kindred Group Plc
  19. Sportech Plc

Recent Developments:

November 21, 2022: Sportech’s pari-mutuel business delivered yet another successful Breeders’ Cup weekend for racing enthusiasts who experienced the excitement of the Breeders’ Cup at Sportech’s Connecticut Winners venues and at MyWinners.com. Winners OTB locations, telephone wagering and MyWinners.com, the online destination for pari-mutuel wagering in Connecticut, combined to process $1,795,000 in handle over the Friday and Saturday racing days. In Connecticut, Sportech Venues – home of legal retail and online betting in the State – provided consumers with betting at its ten retail locations and at MyWinners.com, with online channels generating a large share of overall betting. September 12, 2023: To mark Responsible Gaming Education Month, Flutter’s FanDuel – America’s number one sportsbook – is making major investments in its responsible gaming advocacy efforts with the additions of global soccer icon Carli Lloyd and PGA TOUR rising star Tom Kim, who will join FanDuel’s RG Ambassador Craig Carton this season.

Regional Analysis

North America accounted for the largest market in the Esports and Sport Gambling market. North America accounted for 39% of the worldwide market value. Esports betting has grown significantly in North America, following the global trend of people becoming more interested in competitive gaming. There is a thriving esports scene in the area, with big leagues and competitions drawing sizable fan bases. This has allowed esports betting sites to profit by providing a range of markets on well-known games like Overwatch, League of Legends, and Counter-Strike: Global Offensive. The frequency of partnerships between gambling platforms and esports organizations has increased, resulting in collaborations that improve brand awareness and engagement. Particularly in the US, esports have gradually moved from being seen as a fringe pastime to a popular form of entertainment. [caption id="attachment_33886" align="aligncenter" width="1920"]Esports and Sport Gambling Market | Exactitude Consultancy
Esports and Sport Gambling Market | Exactitude Consultancy
[/caption] North America is a significant market with a strong sports culture when it comes to traditional sports betting. Big-time athletic events like the World Series, NBA Finals, and Super Bowl attract a lot of interest and betting activity. A profusion of online sportsbooks and mobile betting applications has resulted from the legalization of sports betting in some states, which has created new opportunities for operators. Sports gambling regulation has been changing as a result of numerous states gradually legalizing and regulating the sector. This change has made it possible for both long-standing businesses and recent arrivals to enter the enormous North American market. Sports leagues and gambling organizations are increasingly forming partnerships, which helps to incorporate betting into the whole sports entertainment experience.

Target Audience for Esports and Sport Gambling Market

  • Individuals and Enthusiasts
  • Professional Gamblers
  • Online Bookmakers
  • Esports Betting Platforms
  • Esports Teams
  • Professional Sports Teams
  • Esports Broadcasters
  • Sports Broadcasters
  • Corporate Sponsors
  • Gambling Industry Advertisers

Import & Export Data for Esports and Sport Gambling Market

Exactitude consultancy provides import and export data for the recent years. It also offers insights on production and consumption volume of the product. Understanding the import and export data is pivotal for any player in the Esports and Sport Gambling market. This knowledge equips businesses with strategic advantages, such as:
  1. Identifying emerging markets with untapped potential.
  2. Adapting supply chain strategies to optimize cost-efficiency and market responsiveness.
  3. Navigating competition by assessing major players' trade dynamics.

Key insights

  • Trade volume trends: our report dissects import and export data spanning the last five years to reveal crucial trends and growth patterns within the global Esports and Sport Gambling market. This data-driven exploration empowers readers with a deep understanding of the market's trajectory.
  • Market players: gain insights into the leading players driving the Esports and Sport Gambling trade. From established giants to emerging contenders, our analysis highlights the key contributors to the import and export landscape.
  • Geographical dynamics: delve into the geographical distribution of trade activities. Uncover which regions dominate exports and which ones hold the reins on imports, painting a comprehensive picture of the industry's global footprint.
  • Product breakdown: by segmenting data based on Esports and Sport Gambling types –– we provide a granular view of trade preferences and shifts, enabling businesses to align strategies with the evolving technological landscape.
Import and export data is crucial in reports as it offers insights into global market trends, identifies emerging opportunities, and informs supply chain management. By analyzing trade flows, businesses can make informed decisions, manage risks, and tailor strategies to changing demand. This data aids the government in policy formulation and trade negotiations, while investors use it to assess market potential. Moreover, import and export data contributes to economic indicators, influences product innovation, and promotes transparency in international trade, making it an essential component for comprehensive and informed analyses.  

Segments Covered in the Esports and Sport Gambling Market Report

Esports and Sport Gambling Market by Type, 2020-2030, (USD Billion)
  • E sports
  • Traditional sports
Esports and Sport Gambling Market by Application, 2020-2030, (USD Billion)
  • Online
  • Offline
Esports and Sport Gambling Market by Application, 2020-2030, (USD Billion)
  • Recreational gamblers
  • Professional gamblers
Esports and Sport Gambling Market by Region, 2020-2030, (USD Billion)
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East and Africa

Key Question Answered

  • What is the expected growth rate of the Esports and Sport Gambling market over the next 7 years?
  • Who are the major players in the Esports and Sport Gambling market and what is their market share?
  • What are the end-user industries driving market demand and what is their outlook?
  • What are the opportunities for growth in emerging markets such as Asia-Pacific, the Middle East, and Africa?
  • How is the economic environment affecting the Esports and Sport Gambling market, including factors such as interest rates, inflation, and exchange rates?
  • What is the expected impact of government policies and regulations on the Esports and Sport Gambling market?
  • What is the current and forecasted size and growth rate of the global Esports and Sport Gambling market?
  • What are the key drivers of growth in the Esports and Sport Gambling market?
  • Who are the major players in the market and what is their market share?
  • What are the distribution channels and supply chain dynamics in the Esports and Sport Gambling market?
  • What are the technological advancements and innovations in the Esports and Sport Gambling market and their impact on product development and growth?
  • What are the regulatory considerations and their impact on the market?
  • What are the challenges faced by players in the Esports and Sport Gambling market and how are they addressing these challenges?
  • What are the opportunities for growth and expansion in the Esports and Sport Gambling market?
  • What are the product offerings and specifications of leading players in the market?

  1. 소개

    1. 시장 정의

    2. 시장 세분화

    3. 연구 일정

    4. 가정 및 제한



  2. 연구 방법론

    1. 데이터 마이닝

      1. 2차 연구

      2. 1차 연구

      3. 주제별 전문가의 조언



    2. 품질 검사

      1. 최종 검토



    3. 데이터 삼각 측량

      1. 바텀업 방식

      2. 탑다운 접근 방식

      3. 연구 흐름



    4. 데이터 소스



  3. 요약

  4. 시장 개요

    1. e스포츠 및 스포츠 도박 시장 전망

      1. 시장 동인

      2. 시장 제약

      3. 시장 기회



    2. COVID-19가 e스포츠 및 스포츠 도박 시장 에 미치는 영향

    3. 포터의 5가지 힘 모델

      1. 신규 진입자의 위협

      2. 대체품으로부터의 위협

      3. 공급업체의 협상력

      4. 고객의 협상력

      5. 경쟁의 정도



    4. 산업 가치 사슬 분석



  5. 유형별 글로벌 e스포츠 및 스포츠 도박 시장, 2020-2030, (USD 십억)

    1. e스포츠

    2. 전통 스포츠



  6. GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION, 2020-2030, (USD BILLION)

    1. ONLINE

    2. OFFLINE



  7. GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY END USE, 2020-2030, (USD BILLION)

    1. RECREATIONAL GAMBLERS

    2. PROFESSIONAL GAMBLERS



  8. GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY REGION, 2020-2030, (USD BILLION)

    1. NORTH AMERICA

      1. US

      2. CANADA

      3. MEXICO



    2. SOUTH AMERICA

      1. BRAZIL

      2. ARGENTINA

      3. COLOMBIA

      4. REST OF SOUTH AMERICA



    3. EUROPE

      1. GERMANY

      2. UK

      3. FRANCE

      4. ITALY

      5. SPAIN

      6. RUSSIA

      7. REST OF EUROPE



    4. ASIA PACIFIC

      1. INDIA

      2. CHINA

      3. JAPAN

      4. SOUTH KOREA

      5. AUSTRALIA

      6. SOUTH-EAST ASIA

      7. REST OF ASIA PACIFIC



    5. MIDDLE EAST AND AFRICA

      1. UAE

      2. SAUDI ARABIA

      3. SOUTH AFRICA

      4. REST OF MIDDLE EAST AND AFRICA







  1. COMPANY PROFILES* (BUSINESS OVERVIEW, COMPANY SNAPSHOT, PRODUCTS OFFERED, RECENT DEVELOPMENTS)



  1.  888 HOLDINGS PLC

  2. ARCANEBET

  3. BET365

  4. BETSSON AB

  5. BETWAY ESPORTS

  6. CHURCHILL DOWNS INCORPORATED

  7. EGB (EGAMINGBETS)

  8. ENTAIN PLC

  9. FLUTTER ENTERTAINMENT PLC

  10. BET

  11. IGT

  12. KINDRED GROUP PLC

  13. PINNACLE

  14. RIVALRY

  15. SPORTECH PLC

  16. THUNDERPICK

  17. UNIKRN

  18. VULKANBET

  19. WILLIAM HILL *THE COMPANY LIST IS INDICATIVE


LIST OF TABLES


TABLE 1 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 2 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 3 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 4 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY REGIONS (USD BILLION) 2020-2030

TABLE 5 NORTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 6 NORTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 7 NORTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 8 NORTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 9 US ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 10 US ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 11 US ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 12 CANADA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 13 CANADA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 14 CANADA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 15 MEXICO ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 16 MEXICO ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 17 MEXICO ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 18 SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 19 SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 20 SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 21 SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 22 BRAZIL ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 23 BRAZIL ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 24 BRAZIL ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 25 ARGENTINA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 26 ARGENTINA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 27 ARGENTINA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 28 COLOMBIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 29 COLOMBIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 30 COLOMBIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 31 REST OF SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 32 REST OF SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 33 REST OF SOUTH AMERICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 34 ASIA-PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 35 ASIA-PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 36 ASIA-PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 37 ASIA-PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 38 INDIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 39 INDIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 40 INDIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 41 CHINA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 42 CHINA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 43 CHINA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 44 JAPAN ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 45 JAPAN ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 46 JAPAN ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 47 SOUTH KOREA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 48 SOUTH KOREA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 49 SOUTH KOREA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 50 AUSTRALIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 51 AUSTRALIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 52 AUSTRALIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 53 SOUTH-EAST ASIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 54 SOUTH-EAST ASIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 55 SOUTH-EAST ASIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 56 REST OF ASIA PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 57 REST OF ASIA PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 58 REST OF ASIA PACIFIC ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 59 EUROPE ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 60 EUROPE ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 61 EUROPE ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 62 EUROPE ESPORTS AND SPORT GAMBLING MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 63 GERMANY ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 64 GERMANY ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 65 GERMANY ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 66 UK ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 67 UK ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 68 UK ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 69 FRANCE ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 70 FRANCE ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 71 FRANCE ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 72 ITALY ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 73 ITALY ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 74 ITALY ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 75 SPAIN ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 76 SPAIN ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 77 SPAIN ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 78 RUSSIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 79 RUSSIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 80 RUSSIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 81 REST OF EUROPE ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 82 REST OF EUROPE ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 83 REST OF EUROPE ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 84 MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 85 MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 86 MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 87 MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY COUNTRY (USD BILLION) 2020-2030

TABLE 88 UAE ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 89 UAE ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 90 UAE ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 91 SAUDI ARABIA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 92 SAUDI ARABIA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 93 SAUDI ARABIA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 94 SOUTH AFRICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 95 SOUTH AFRICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 96 SOUTH AFRICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

TABLE 97 REST OF MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY TYPE (USD BILLION) 2020-2030

TABLE 98 REST OF MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION (USD BILLION) 2020-2030

TABLE 99 REST OF MIDDLE EAST AND AFRICA ESPORTS AND SPORT GAMBLING MARKET BY END USE (USD BILLION) 2020-2030

LIST OF FIGURES


FIGURE 1 MARKET DYNAMICS

FIGURE 2 MARKET SEGMENTATION

FIGURE 3 REPORT TIMELINES: YEARS CONSIDERED

FIGURE 4 DATA TRIANGULATION

FIGURE 5 BOTTOM-UP APPROACH

FIGURE 6 TOP-DOWN APPROACH

FIGURE 7 RESEARCH FLOW

FIGURE 8 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY TYPE USD BILLION, 2020-2030

FIGURE 9 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION USD BILLION, 2020-2030

FIGURE 10 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY END USE USD BILLION, 2020-2030

FIGURE 11 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY REGION USD BILLION, 2020-2030

FIGURE 12 PORTER’S FIVE FORCES MODEL

FIGURE 13 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY TYPE USD BILLION, 2022

FIGURE 14 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY APPLICATION USD BILLION, 2022

FIGURE 15 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY END USE USD BILLION, 2022

FIGURE 16 GLOBAL ESPORTS AND SPORT GAMBLING MARKET BY REGION USD BILLION, 2022

FIGURE 17 MARKET SHARE ANALYSIS

FIGURE 18 888 HOLDINGS PLC: COMPANY SNAPSHOT

FIGURE 19 ARCANEBET: COMPANY SNAPSHOT

FIGURE 20 BET365: COMPANY SNAPSHOT

FIGURE 21 BETSSON AB: COMPANY SNAPSHOT

FIGURE 22 BETWAY ESPORTS: COMPANY SNAPSHOT

FIGURE 23 CHURCHILL DOWNS INCORPORATED: COMPANY SNAPSHOT

FIGURE 24 EGB (EGAMINGBETS): COMPANY SNAPSHOT

FIGURE 25 ENTAIN PLC: COMPANY SNAPSHOT

FIGURE 26 FLUTTER ENTERTAINMENT PLC: COMPANY SNAPSHOT

FIGURE 27 GG.BET: COMPANY SNAPSHOT

FIGURE 28 IGT: COMPANY SNAPSHOT

FIGURE 29 KINDRED GROUP PLC: COMPANY SNAPSHOT

FIGURE 30 PINNACLE: COMPANY SNAPSHOT

FIGURE 31 RIVALRY: COMPANY SNAPSHOT

FIGURE 32 SPORTECH PLC: COMPANY SNAPSHOT

FIGURE 33 THUNDERPICK: COMPANY SNAPSHOT

FIGURE 34 UNIKRN: COMPANY SNAPSHOT

FIGURE 35 VULKANBET: COMPANY SNAPSHOT

FIGURE 36 WILLIAM HILL: COMPANY SNAPSHOT

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