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Global eSports Betting Market 2022 by Company, Regions, Type and Application, Forecast to 2028

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. According to our (Global Info Research) latest study, the global eSports Betting market size was valued at USD 444.8 million in 2021 and is forecast to a readjusted size of USD 1388.4 million by 2028 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. 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 2022, are provided. Key Features: Global eSports Betting market size and forecasts, in consumption value ($ Million), 2017-2028 Global eSports Betting market size and forecasts by region and country, in consumption value ($ Million), 2017-2028 Global eSports Betting market size and forecasts, by Game Type and by Player Age, in consumption value ($ Million), 2017-2028 Global eSports Betting market shares of main players, in revenue ($ Million), 2017-2022 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 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 segmentation eSports Betting market is split by Game Type and by Player Age. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for consumption value by Game Type and by Player Age. This analysis can help you expand your business by targeting qualified niche markets. 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 Market segment by regions, regional analysis covers North America (United States, Canada, and Mexico) Europe (Germany, France, UK, Russia, Italy, and Rest of Europe) Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia and Rest of Asia-Pacific) South America (Brazil, Argentina and Rest of South America) Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa) The content of the study subjects, includes a total of 13 chapters: Chapter 1, to describe eSports Betting product scope, market overview, market estimation caveats and base year. Chapter 2, to profile the top players of eSports Betting, with revenue, gross margin and global market share of eSports Betting from 2017 to 2022. Chapter 3, the eSports Betting competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast. Chapter 4 and 5, to segment the market size by Game Type and application, with consumption value and growth rate by Game Type, application, from 2017 to 2028. Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and eSports Betting market forecast, by regions, game type and player age, with consumption value, from 2023 to 2028. Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War Chapter 12, the key raw materials and key suppliers, and industry chain of eSports Betting. Chapter 13, to describe eSports Betting research findings and conclusion.
List of Tables Table 1. Global eSports Betting Consumption Value by Game Type, (USD Million), 2017 VS 2021 VS 2028 Table 2. Global eSports Betting Consumption Value by Player Age, (USD Million), 2017 VS 2021 VS 2028 Table 3. Global eSports Betting Consumption Value by Region (2017-2022) & (USD Million) Table 4. Global eSports Betting Consumption Value by Region (2023-2028) & (USD M
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About this Report
Report ID 736499
Category
  • Software and Services
Published on 05-Dec
Number of Pages 112
Publisher Name Global Info Research
Editor Rating
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