eSports Betting Market Size Estimation, Future Scope, Revenue Opportunities and Regional Forecast to 2030 with William Hill, GVC Holdings, 888 Holdings

Published August 21, 2023

At a CAGR of 13.7% from 2022 to 2030, the worldwide eSports Betting market is anticipated to grow from USD 9749 million in 2021 to USD 24190 million by 2030. The act of placing a wager on an eSports event’s result is known as eSports Betting. Both conventional bookies and internet betting companies are options for doing this. Because eSports are becoming more and more popular, the market for eSports Betting is expanding quickly.

Due to a number of factors, including the increasing acceptance of eSports as a mainstream form of entertainment, improved accessibility to live-streamed competitions, and the development of online betting platforms, the eSports Betting market has experienced significant growth. eSports Betting enables players to devote more time to their favorite games, enhancing the enjoyment of the viewing experience. Additionally, the COVID-19 epidemic hastened the move to online entertainment, which has helped the sector expand as conventional sports have been disrupted. The fusion of eSports and regular sports betting is one prominent trend in the eSports Betting market. Sportsbooks who see the potential of this developing market have included eSports offers into their platforms. The market’s expansion and audience attraction have both been accelerated by this convergence.

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There is uncertainty for both operators and bettors since the regulatory environment for eSports Betting differs substantially from one country to another. Legal and regulatory obstacles may limit market expansion. Similar to traditional sports, match-fixing and cheating are problems in eSports. For the industry, maintaining the fairness of eSports contests is a major concern. Age verification and ethical gambling are issues because eSports fans are primarily young people. A primary issue is making sure that kids aren’t betting. Market saturation becomes a problem as it keeps expanding. The increase in betting platforms might result in strong rivalry, which could reduce business margins.

This report centers about the top players in global eSports Betting marketplace:

William Hill, GVC Holdings, 888 Holdings, Kindred Group, Betsson AB, Betway, Pinnacle, Bet365,, Unikrn, Betfred, BetWinner, Betvictor, GG.BET,, Intertops, Betcris, Esports Entertainment Group, SBOBET

eSports Betting Market Classifies into Types:
League of Legends
Dota 2

eSports Betting Market Segmented into Application:
Ages 18-25
Ages 26-30
Ages 31 and Above

Key Parameters Which Define the Competitive Landscape of The Global eSports Betting Market:
1. Profit Margins
2. Product Sales
3. Company Profile
4. Product Pricing Models
5. Sales Geographies
6. Distribution Channels
7. Industry Evaluation for the Market Contenders

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The report also imparts figures appertaining to CAGRs from a historical and forecast point of view. The report offers an executive summary of the market and issues a clear picture of the scope of the market to the report readers analyzes the global and key region’s market potential and advantage, opportunity, and challenge, restraints, and risks. It strategically analyzes each submarket with respect to individual growth trend and their contribution to the global eSports Betting market.

Key Questions Answered In Market Research Report:
1. Which grooming regions will continue to remain the most profitable regional markets for market players?
2. Which circumstance will lead to a change in the demand for eSports Betting during the assessment period?
3. How can market players capture the low-hanging opportunities in the market in developed regions?
4. What are the projections anticipated for the market in terms of capacity, production, and production value?
5. What is market chain analysis by upstream raw materials and downstream industry?

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Table of Contents:
1. eSports Betting Market Overview
2. Market Competition by Manufacturers
3. Production by Region
4. Global eSports Betting Consumption by Region
5. Segment by Type
6. Segment by Application
7. Key Companies Profiled
8. eSports Betting Cost Analysis
9. Marketing Channel, Distributors and Customers
10. Market Dynamics
11. Production and Supply Forecast
12. Consumption and Demand Forecast
13. Forecast by Type and by Application (2023-2030)
14. Research Finding and Conclusion
15. Methodology and Data Source

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