
Global eSports Betting Market Research Report, Competitive, Technology and Forecast Analysis 2025-2032
Description
Market Overview
According to DIResearch's in-depth investigation and research, the global eSports Betting market size will reach Million USD in 2025 and is projected to reach Million USD by 2032, with a CAGR of % (2025-2032). Notably, the China eSports Betting market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
eSports betting refers to the practice of wagering money or other valuables on the outcomes of competitive video game matches or tournaments. It has gained significant popularity as a form of online gambling, mirroring the growth of the eSports industry itself. Gamblers place bets on various aspects of eSports events, including the winners of individual matches, overall tournament outcomes, in-game events, and various other propositions. eSports betting typically takes place on specialized online betting platforms and may involve a wide range of video game titles, from popular titles like League of Legends and Counter-Strike to niche games. Like traditional sports betting, eSports betting requires knowledge of the games and teams involved, and it has given rise to a growing ecosystem of bookmakers, odds analysis, and dedicated eSports betting communities. However, it also raises concerns related to responsible gambling and potential risks, particularly among younger audiences who are avid eSports fans.
The major global suppliers of eSports Betting include 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, SBOBET, Esports Entertainment Group, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of eSports Betting. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global eSports Betting market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the eSports Betting market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of eSports Betting industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of eSports Betting Include:
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
SBOBET
Esports Entertainment Group
eSports Betting Product Segment Include:
League of Legends
Dota 2
CS: GO
Others
eSports Betting Product Application Include:
Ages 18-25
Ages 26-30
Ages 31 and Above
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global eSports Betting Industry PESTEL Analysis
Chapter 3: Global eSports Betting Industry Porter's Five Forces Analysis
Chapter 4: Global eSports Betting Major Regional Market Size (Revenue) and Forecast Analysis
Chapter 5: Global eSports Betting Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global eSports Betting Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, eSports Betting Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
According to DIResearch's in-depth investigation and research, the global eSports Betting market size will reach Million USD in 2025 and is projected to reach Million USD by 2032, with a CAGR of % (2025-2032). Notably, the China eSports Betting market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
eSports betting refers to the practice of wagering money or other valuables on the outcomes of competitive video game matches or tournaments. It has gained significant popularity as a form of online gambling, mirroring the growth of the eSports industry itself. Gamblers place bets on various aspects of eSports events, including the winners of individual matches, overall tournament outcomes, in-game events, and various other propositions. eSports betting typically takes place on specialized online betting platforms and may involve a wide range of video game titles, from popular titles like League of Legends and Counter-Strike to niche games. Like traditional sports betting, eSports betting requires knowledge of the games and teams involved, and it has given rise to a growing ecosystem of bookmakers, odds analysis, and dedicated eSports betting communities. However, it also raises concerns related to responsible gambling and potential risks, particularly among younger audiences who are avid eSports fans.
The major global suppliers of eSports Betting include 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, SBOBET, Esports Entertainment Group, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of eSports Betting. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global eSports Betting market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the eSports Betting market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of eSports Betting industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of eSports Betting Include:
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
SBOBET
Esports Entertainment Group
eSports Betting Product Segment Include:
League of Legends
Dota 2
CS: GO
Others
eSports Betting Product Application Include:
Ages 18-25
Ages 26-30
Ages 31 and Above
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global eSports Betting Industry PESTEL Analysis
Chapter 3: Global eSports Betting Industry Porter's Five Forces Analysis
Chapter 4: Global eSports Betting Major Regional Market Size (Revenue) and Forecast Analysis
Chapter 5: Global eSports Betting Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global eSports Betting Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, eSports Betting Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
Table of Contents
165 Pages
- 1 eSports Betting Market Overview
- 1.1 Product Definition and Statistical Scope
- 1.2 eSports Betting Product by Type
- 1.2.1 League of Legends
- 1.2.2 Dota 2
- 1.2.3 CS: GO
- 1.2.4 Others
- 1.3 eSports Betting Product by Application
- 1.3.1 Ages 18-25
- 1.3.2 Ages 26-30
- 1.3.3 Ages 31 and Above
- 1.4 Global eSports Betting Market Size Analysis (2020-2032)
- 1.5 eSports Betting Market Development Status and Trends
- 1.5.1 eSports Betting Industry Development Status Analysis
- 1.5.2 eSports Betting Industry Development Trends Analysis
- 2 eSports Betting Market PESTEL Analysis
- 2.1 Political Factors Analysis
- 2.2 Economic Factors Analysis
- 2.3 Social Factors Analysis
- 2.4 Technological Factors Analysis
- 2.5 Environmental Factors Analysis
- 2.6 Legal Factors Analysis
- 3 eSports Betting Market Porter's Five Forces Analysis
- 3.1 Competitive Rivalry
- 3.2 Threat of New Entrants
- 3.3 Bargaining Power of Suppliers
- 3.4 Bargaining Power of Buyers
- 3.5 Threat of Substitutes
- 4 Global eSports Betting Market Analysis by Country
- 4.1 Global eSports Betting Market Size Analysis by Country: 2024 VS 2025 VS 2032
- 4.1.1 Global eSports Betting Revenue Analysis by Country (2020-2025)
- 4.1.2 Global eSports Betting Revenue Forecast Analysis by Country (2026-2032)
- 4.2 United States eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.3 Germany eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.4 Japan eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.5 China eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.6 France eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.7 U.K. eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.8 South Korea eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.9 Canada eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.10 Italy eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.11 Russia eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.12 Mexico eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.13 Brazil eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.14 India eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.15 Vietnam eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.16 Thailand eSports Betting Market Revenue and Growth Rate (2020-2032)
- 4.17 South Africa eSports Betting Market Revenue and Growth Rate (2020-2032)
- 5 Competition by Suppliers
- 5.1 Global eSports Betting Market Revenue by Key Suppliers (2021-2025)
- 5.2 eSports Betting Competitive Landscape Analysis and Market Dynamic
- 5.2.1 eSports Betting Competitive Landscape Analysis
- 5.2.2 Global Key Suppliers Headquarter and Key Area Sales
- 5.2.3 Market Dynamic
- 6 eSports Betting Market Analysis by Type
- 6.1 Global eSports Betting Market Size Analysis by Type: 2024 VS 2025 VS 2032
- 6.2 Global eSports Betting Revenue and Forecast Analysis by Type (2020-2032)
- 7 Key Companies Analysis
- 7.1 William Hill
- 7.1.1 William Hill Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.1.2 William Hill eSports Betting Product Portfolio
- 7.1.3 William Hill eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.2 GVC Holdings
- 7.2.1 GVC Holdings Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.2.2 GVC Holdings eSports Betting Product Portfolio
- 7.2.3 GVC Holdings eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.3 888 Holdings
- 7.3.1 888 Holdings Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.3.2 888 Holdings eSports Betting Product Portfolio
- 7.3.3 888 Holdings eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.4 Kindred Group
- 7.4.1 Kindred Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.4.2 Kindred Group eSports Betting Product Portfolio
- 7.4.3 Kindred Group eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.5 Betsson AB
- 7.5.1 Betsson AB Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.5.2 Betsson AB eSports Betting Product Portfolio
- 7.5.3 Betsson AB eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.6 Betway
- 7.6.1 Betway Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.6.2 Betway eSports Betting Product Portfolio
- 7.6.3 Betway eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.7 Pinnacle
- 7.7.1 Pinnacle Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.7.2 Pinnacle eSports Betting Product Portfolio
- 7.7.3 Pinnacle eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.8 Bet365
- 7.8.1 Bet365 Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.8.2 Bet365 eSports Betting Product Portfolio
- 7.8.3 Bet365 eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.9 Bet-at-home.com
- 7.9.1 Bet-at-home.com Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.9.2 Bet-at-home.com eSports Betting Product Portfolio
- 7.9.3 Bet-at-home.com eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.10 Unikrn
- 7.10.1 Unikrn Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.10.2 Unikrn eSports Betting Product Portfolio
- 7.10.3 Unikrn eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.11 Betfred
- 7.11.1 Betfred Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.11.2 Betfred eSports Betting Product Portfolio
- 7.11.3 Betfred eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.12 BetWinner
- 7.12.1 BetWinner Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.12.2 BetWinner eSports Betting Product Portfolio
- 7.12.3 BetWinner eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.13 Betvictor
- 7.13.1 Betvictor Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.13.2 Betvictor eSports Betting Product Portfolio
- 7.13.3 Betvictor eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.14 GG.BET
- 7.14.1 GG.BET Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.14.2 GG.BET eSports Betting Product Portfolio
- 7.14.3 GG.BET eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.15 Buff.bet
- 7.15.1 Buff.bet Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.15.2 Buff.bet eSports Betting Product Portfolio
- 7.15.3 Buff.bet eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.16 Intertops
- 7.16.1 Intertops Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.16.2 Intertops eSports Betting Product Portfolio
- 7.16.3 Intertops eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.17 Betcris
- 7.17.1 Betcris Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.17.2 Betcris eSports Betting Product Portfolio
- 7.17.3 Betcris eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.18 SBOBET
- 7.18.1 SBOBET Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.18.2 SBOBET eSports Betting Product Portfolio
- 7.18.3 SBOBET eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 7.19 Esports Entertainment Group
- 7.19.1 Esports Entertainment Group Basic Company Profile (Employees, Areas Service, Competitors and Contact Information)
- 7.19.2 Esports Entertainment Group eSports Betting Product Portfolio
- 7.19.3 Esports Entertainment Group eSports Betting Market Data Analysis (Revenue, Gross Margin and Market Share) (2021-2025)
- 8 Industry Chain Analysis
- 8.1 eSports Betting Industry Chain Analysis
- 8.2 eSports Betting Product Downstream Application Analysis
- 8.2.1 Global eSports Betting Market Size and Growth Rate (CAGR) by Application: 2024 VS 2025 VS 2032
- 8.2.2 Global eSports Betting Revenue and Forecast by Application (2020-2032)
- 8.3 eSports Betting Typical Downstream Customers
- 8.4 eSports Betting Sales Channel Analysis
- 9 Research Findings and Conclusion
- 10 Methodology and Data Source
- 10.1 Methodology/Research Approach
- 10.2 Research Scope
- 10.3 Benchmarks and Assumptions
- 10.4 Date Source
- 10.4.1 Primary Sources
- 10.4.2 Secondary Sources
- 10.5 Data Cross Validation
- 10.6 Disclaimer
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