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Europe Skill Gaming Market Size, Share & Industry Trends Analysis Report By Skill Type (Mental, and Physical), By Game Genre, By Country and Growth Forecast, 2023 - 2030

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    Report

  • 106 Pages
  • August 2023
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5886959
The Europe Skill Gaming Market should witness market growth of 13.0% CAGR during the forecast period (2023-2030).

Various new skill-based games have been made available on mobile devices, from competitive titles like Call of Duty and Modern Warfare to recreational games like Bejeweled 2 and Luxor. As a result, games of chance and skill are now separated by state legislation in most jurisdictions. States with historically severe rules are reconsidering their stance toward skill-based gaming as more players enter the esports/skill-based gaming industry.

The policies of internet retailers are also impacting how the market is changing. Google has modified its Play Store policy to allow gambling and betting through Android apps that use real money in various countries. With DraftKings, Sportsbook, and Casino Apps presently undergoing beta testing on the Google Play Store, Google is also investigating in the skill-based gaming genre. Google has been working in the skill-based gambling space since 2021. Real-money, skill-based gaming apps with the proper guidelines, licenses, and permissions are presently permitted in the Apple and Samsung app stores as well.

Germany's gaming industry has been expanding steadily, which is expected to continue. The International Trade Administration estimates the industry's size was $7.5 billion in 2019. Online services and in-game purchases are the main growth catalysts. The most favoured gaming genres for German gamers in 2020 were shooters, action-adventure, simulation, action, adventures, role-playing, and action. The demand for skill games in the region is increasing owing to these developments.

The Germany market dominated the Europe Skill Gaming Market by Country in 2022 and would continue to be a dominant market till 2030; thereby, achieving a market value of $5,054.8 Million by 2030. The UK market is exhibiting a CAGR of 12% during (2023-2030). Additionally, The France market would experience a CAGR of 13.8% during (2023-2030).

Based on Skill Type, the market is segmented into Mental, and Physical. Based on Game Genre, the market is segmented into Board Based, Word & Number Based, Card Based, Tile Based, Dice Based, and Puzzle Based & Animated Games. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Skillz, Inc., Junglee Games (Flutter Entertainment plc), Big Fish Games, Inc. (Aristocrat Leisure Limited), Arkadium, Inc., AviaGames, Inc., Mobile Premier League (Galactus Funware Technology Pvt. Ltd), Scopely, Inc. (Savvy Games Group), Dream11 (Sporta Technologies Private Limited), Triumph LLC and Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Scope of the Study

By Skill Type

  • Mental
  • Physical

By Game Genre

  • Board Based
  • Word & Number Based
  • Card Based
  • Tile Based
  • Dice Based
  • Puzzle Based & Animated Games

By Country

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Key Market Players

List of Companies Profiled in the Report:

  • Skillz, Inc.
  • Junglee Games (Flutter Entertainment plc)
  • Big Fish Games, Inc. (Aristocrat Leisure Limited)
  • Arkadium, Inc.
  • AviaGames, Inc.
  • Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
  • Scopely, Inc. (Savvy Games Group)
  • Dream11 (Sporta Technologies Private Limited)
  • Triumph LLC
  • Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Skill Gaming Market, by Skill Type
1.4.2 Europe Skill Gaming Market, by Game Genre
1.4.3 Europe Skill Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Force Analysis
Chapter 4. Europe Skill Gaming Market by Skill Type
4.1 Europe Mental Market by Country
4.2 Europe Physical Market by Country
Chapter 5. Europe Skill Gaming Market by Game Genre
5.1 Europe Board Based Market by Country
5.2 Europe Word & Number Based Market by Country
5.3 Europe Card Based Market by Country
5.4 Europe Tile Based Market by Country
5.5 Europe Dice Based Market by Country
5.6 Europe Puzzle Based & Animated Games Market by Country
Chapter 6. Europe Skill Gaming Market by Country
6.1 Germany Skill Gaming Market
6.1.1 Germany Skill Gaming Market by Skill Type
6.1.2 Germany Skill Gaming Market by Game Genre
6.2 UK Skill Gaming Market
6.2.1 UK Skill Gaming Market by Skill Type
6.2.2 UK Skill Gaming Market by Game Genre
6.3 France Skill Gaming Market
6.3.1 France Skill Gaming Market by Skill Type
6.3.2 France Skill Gaming Market by Game Genre
6.4 Russia Skill Gaming Market
6.4.1 Russia Skill Gaming Market by Skill Type
6.4.2 Russia Skill Gaming Market by Game Genre
6.5 Spain Skill Gaming Market
6.5.1 Spain Skill Gaming Market by Skill Type
6.5.2 Spain Skill Gaming Market by Game Genre
6.6 Italy Skill Gaming Market
6.6.1 Italy Skill Gaming Market by Skill Type
6.6.2 Italy Skill Gaming Market by Game Genre
6.7 Rest of Europe Skill Gaming Market
6.7.1 Rest of Europe Skill Gaming Market by Skill Type
6.7.2 Rest of Europe Skill Gaming Market by Game Genre
Chapter 7. Company Profiles
7.1 Skillz, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Regional Analysis
7.1.4 Research & Development Expenses
7.1.5 Recent strategies and developments:
7.1.5.1 Partnerships, Collaborations, and Agreements:
7.1.6 SWOT Analysis
7.2 Junglee Games (Flutter Entertainment plc)
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Acquisition and Mergers:
7.2.6 SWOT Analysis
7.3 Big Fish Games, Inc. (Aristocrat Leisure Limited)
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental Analysis
7.3.4 Research & Development Expenses
7.3.5 SWOT Analysis
7.4 Arkadium, Inc.
7.4.1 Company Overview
7.4.2 Recent strategies and developments:
7.4.2.1 Partnerships, Collaborations, and Agreements:
7.4.3 SWOT Analysis
7.5 AviaGames, Inc.
7.5.1 Company Overview
7.5.2 Recent strategies and developments:
7.5.2.1 Geographical Expansions:
7.5.3 SWOT Analysis
7.6 Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
7.6.1 Company Overview
7.6.2 SWOT Analysis
7.7 Scopely, Inc. (Savvy Games Group)
7.7.1 Company Overview
7.7.2 SWOT Analysis
7.8 Dream11 (Sporta Technologies Private Limited)
7.8.1 Company Overview
7.8.2 SWOT Analysis
7.9 Triumph LLC
7.9.1 Company Overview
7.9.2 SWOT Analysis
7.10. Game Taco, Inc. (Platinum Equity Advisors, LLC.)
7.10.1 Company Overview
7.10.2 Recent strategies and developments:
7.10.2.1 Partnerships, Collaborations, and Agreements:
7.10.3 SWOT Analysis

Companies Mentioned

  • Skillz, Inc.
  • Junglee Games (Flutter Entertainment plc)
  • Big Fish Games, Inc. (Aristocrat Leisure Limited)
  • Arkadium, Inc.
  • AviaGames, Inc.
  • Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
  • Scopely, Inc. (Savvy Games Group)
  • Dream11 (Sporta Technologies Private Limited)
  • Triumph LLC
  • Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Methodology

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