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Skill Gaming Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2024-2032

Published May 01, 2025
Length 120 Pages
SKU # FOB20106830

Description

Growth Factors of Skill Gaming Market

The global skill gaming market is gaining considerable momentum as digital entertainment continues to evolve with technology integration, increasing smartphone penetration, and changing consumer behavior. According to Fortune Business Insights™, the global skill gaming market size was valued at USD 16.19 billion in 2023 and is projected to grow from USD 17.53 billion in 2024 to USD 36.65 billion by 2032, exhibiting a CAGR of 9.7% during the forecast period.

Understanding Skill Gaming

Skill gaming refers to games where the outcome is determined primarily by the player's physical or mental skill, rather than chance. These games are structured to reward players based on performance, strategy, and decision-making abilities. Unlike traditional gambling, which often relies on luck, skill games are considered legal in many jurisdictions, provided they comply with regulatory standards.

Popular genres include trivia, card games, fantasy sports, puzzles, esports tournaments, and strategic arcade games. Players are increasingly attracted to these platforms due to the combination of entertainment, competitiveness, and the potential to earn real money rewards.

Market Drivers and Growth Enablers

One of the core drivers of the skill gaming market is the surge in smartphone usage and affordable mobile data plans, especially across Asia Pacific and Latin America. The increasing penetration of 4G and 5G networks allows smoother, lag-free gameplay and facilitates in-game payments. Additionally, the younger generation, characterized by tech-savvy behaviors and a strong affinity for gamification, is playing a pivotal role in shaping demand.

Another major growth enabler is the expansion of real-money gaming (RMG) platforms. Companies such as MPL, Dream11, and WinZO have introduced various monetization models that reward user skill, ranging from fantasy cricket leagues to quiz-based tournaments. These platforms also benefit from high user engagement and repeat participation rates.

Moreover, esports integration into skill gaming ecosystems has accelerated market growth. Competitive skill-based tournaments are now attracting sponsorships, brand partnerships, and large viewerships globally, bridging the gap between online gaming and digital entertainment.

Regional Insights

The North American skill gaming market is one of the most mature, driven by consumer spending on digital games, clear legal frameworks in select U.S. states, and widespread access to gaming infrastructure. Skillz Inc., a U.S.-based leader, has spearheaded innovation in mobile skill gaming and real-time tournaments.

Asia Pacific is experiencing rapid growth, led by India, where the market is fueled by massive smartphone adoption, youth demographics, and rising interest in fantasy sports platforms. Government efforts to regulate rather than restrict skill-based platforms have created conducive environments for companies to scale.

Europe, particularly countries like the U.K. and Germany, remains a lucrative market due to favorable regulations around skill gaming, increasing adoption of esports, and the growth of competitive online gaming communities.

Key Companies and Strategic Moves

Prominent players in the market include:

Skillz Inc.

Dream11

Mobile Premier League (MPL)

Games24x7

WinZO

WorldWinner (GSN Games)

Adda52

HalaPlay Technologies

Zynga Inc.

Tencent Holdings Ltd.

These companies are actively engaging in mergers and acquisitions, strategic partnerships, and platform enhancements to stay competitive. Investments in augmented reality (AR), artificial intelligence (AI)-based gaming, and secure payment gateways are reshaping user experience and improving trust.

Challenges Ahead

Despite strong growth, the market faces hurdles including regulatory ambiguities, data privacy concerns, and potential for addiction. Several jurisdictions still view real-money skill gaming with caution, particularly where laws overlap with gambling regulations. To mitigate this, companies are working toward transparency, responsible gaming tools, and compliance with local laws.

Conclusion

The global skill gaming market is at a transformative stage, where technology, consumer preference, and monetization opportunities are converging to redefine the digital gaming space. As real-money rewards and skill-based gaming become mainstream, players and stakeholders alike must navigate legal, ethical, and technological landscapes to ensure sustainable growth.

ATTRIBUTE DETAILS

Study Period 2019-2032

Base Year 2024

Estimated Year 2025

Forecast Period 2025-2032

Historical Period 2019-2023

Growth Rate CAGR of 11.9% from 2025 to 2032

Unit Value (USD Billion)

Segmentation By Skill Type

Physical

Mental

By Game Genre

Card Based

Board Based

Dice Based

Tile Based

Word and Number Based

Puzzle Based and Animated Games

By Region

North America (By Skill Type, By Game Genre, and By Country)

U.S.

Canada

Mexico

South America (By Skill Type, By Game Genre, and By Country)

Brazil

Argentina

Rest of South America

Europe (By Skill Type, By Game Genre, and By Country)

U.K.

Germany

France

Italy

Spain

Russia

Benelux

Nordics

Rest of Europe

Middle East & Africa (By Skill Type, By Game Genre, and By Country)

Turkey

Israel

GCC

South Africa

North Africa

Rest of Middle East & Africa

Asia Pacific (By Skill Type, By Game Genre, and By Country)

China

India

Japan

South Korea

ASEAN

Oceania

Rest of Asia Pacific

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Table of Contents

120 Pages
1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of COVID-19
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Skill Gaming Key Players Market Share/Ranking, 2024
5. Global Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
5.1. Key Findings
5.2. By Skill Type (USD)
5.2.1. Physical
5.2.2. Mental
5.3. By Game Genre (USD)
5.3.1. Card Based
5.3.2. Board Based
5.3.3. Dice Based
5.3.4. Tile Based
5.3.5. Word and Number Based
5.3.6. Puzzle Based and Animated Games
5.4. By Region (USD)
5.4.1. North America
5.4.2. South America
5.4.3. Europe
5.4.4. Middle East & Africa
5.4.5. Asia Pacific
6. North America Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
6.1. Key Findings
6.2. By Skill Type (USD)
6.2.1. Physical
6.2.2. Mental
6.3. By Game Genre (USD)
6.3.1. Card Based
6.3.2. Board Based
6.3.3. Dice Based
6.3.4. Tile Based
6.3.5. Word and Number Based
6.3.6. Puzzle Based and Animated Games
6.4. By Country (USD)
6.4.1. United States
6.4.2. Canada
6.4.3. Mexico
7. South America Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
7.1. Key Findings
7.2. By Skill Type (USD)
7.2.1. Physical
7.2.2. Mental
7.3. By Game Genre (USD)
7.3.1. Card Based
7.3.2. Board Based
7.3.3. Dice Based
7.3.4. Tile Based
7.3.5. Word and Number Based
7.3.6. Puzzle Based and Animated Games
7.4. By Country (USD)
7.4.1. Brazil
7.4.2. Argentina
7.4.3. Rest of South America
8. Europe Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
8.1. Key Findings
8.2. By Skill Type (USD)
8.2.1. Physical
8.2.2. Mental
8.3. By Game Genre (USD)
8.3.1. Card Based
8.3.2. Board Based
8.3.3. Dice Based
8.3.4. Tile Based
8.3.5. Word and Number Based
8.3.6. Puzzle Based and Animated Games
8.4. By Country (USD)
8.4.1. United Kingdom
8.4.2. Germany
8.4.3. France
8.4.4. Italy
8.4.5. Spain
8.4.6. Russia
8.4.7. Benelux
8.4.8. Nordics
8.4.9. Rest of Europe
9. Middle East & Africa Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
9.1. Key Findings
9.2. By Skill Type (USD)
9.2.1. Physical
9.2.2. Mental
9.3. By Game Genre (USD)
9.3.1. Card Based
9.3.2. Board Based
9.3.3. Dice Based
9.3.4. Tile Based
9.3.5. Word and Number Based
9.3.6. Puzzle Based and Animated Games
9.4. By Country (USD)
9.4.1. Turkey
9.4.2. Israel
9.4.3. GCC
9.4.4. North Africa
9.4.5. South Africa
9.4.6. Rest of MEA
10. Asia Pacific Skill Gaming Market Size Estimates and Forecasts, By Segments, 2019-2032
10.1. Key Findings
10.2. By Skill Type (USD)
10.2.1. Physical
10.2.2. Mental
10.3. By Game Genre (USD)
10.3.1. Card Based
10.3.2. Board Based
10.3.3. Dice Based
10.3.4. Tile Based
10.3.5. Word and Number Based
10.3.6. Puzzle Based and Animated Games
10.4. By Country (USD)
10.4.1. China
10.4.2. India
10.4.3. Japan
10.4.4. South Korea
10.4.5. ASEAN
10.4.6. Oceania
10.4.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Skillz, Inc.
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Arkadium, Inc.
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. AviaGames, Inc.
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. GameDuell GmbH
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. GSN Games
11.5.1.
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. Junglee Games
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Big Fish Games
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. Sporta Technologies Private Limited
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. Triumph LLC
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Game Taco, Inc.
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
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