The e-sports betting market size is expected to see rapid growth in the next few years. It will grow to $21.61 billion in 2030 at a compound annual growth rate (CAGR) of 11.1%. The growth in the forecast period can be attributed to expansion of mobile betting applications, adoption of AI-driven prediction tools, regulatory legalization of e-sports betting, integration of blockchain for secure transactions, growth of international e-sports events. Major trends in the forecast period include real-time betting analytics, mobile e-sports betting growth, gamification and loyalty programs, regional expansion of online platforms, enhanced user experience and interface.
The increasing popularity of online games is anticipated to drive the growth of the E Sports Betting market in the coming years. Online games are interactive digital experiences played over the internet, connecting players and viewers within shared virtual environments. The surge in online game popularity can be attributed to growing participation across various demographic groups and enhanced engagement through accessible platforms and social connectivity. E Sports Betting complements online games by boosting viewer involvement, attracting larger audiences, and creating additional revenue streams for competitive gaming events. For example, in July 2023, the Entertainment Software Association (ESA), a US-based trade association, reported that 212.6 million Americans played video games for at least one hour per week in 2023, up from 207 million in 2022, indicating a steady rise in regular gaming participation. Thus, the growing popularity of online games is fueling the expansion of the E Sports Betting market.
Major companies in the e-sports betting sector are prioritizing the development of sophisticated real-time and official data-driven betting technologies to enhance odds precision, enrich live betting experiences, and facilitate dynamic in-play markets. Real-time official data and predictive modeling involve technological solutions that merge live match statistics and analytics to constantly refresh odds, enable rapid bet settlements, and provide accurate wagering options for bettors. For example, in September 2025, Grid Controller of India Limited, an India-based esports data and technology company, introduced GRID Bet, its dedicated esports betting platform. With this launch, GRID intends to provide licensed operators with official live match data, predictive analytics, real-time odds feeds, and customizable betting widgets to improve betting accuracy, broaden in-play market offerings, and boost user engagement across prominent esports titles such as Counter-Strike 2, Dota 2, League of Legends, and VALORANT. GRID Bet operates through exclusive collaborations with top esports rights holders and utilizes live data to deliver dependable and scalable betting solutions designed for the specific requirements of esports wagering markets.
In October 2023, IMG Arena Ltd., a UK-based sports data and technology company, acquired Leap Gaming for an undisclosed amount. This acquisition allows IMG Arena to enhance its sports betting content portfolio and further its goal of officializing virtual sports. Leap Gaming, an Israel-based technology company, specializes in developing virtual sports and casino games.
Major companies operating in the e-sports betting market are Flutter Entertainment Plc, Entain Plc, Bet365, DraftKings Inc., Pinnacle Group Inc., Super Group Ltd., William Hill Plc, Kindred Group Plc, Paddy Power Betfair Plc, Betsson AB, Betfred, SBOBET, Parimatch, 888 Holdings Plc, Bet-at-home.com AG, Betvictor Ltd., Esports Entertainment Group, BetWinner, Intertops, Betcris, Bovada, Unikrn, GVC Group, GG.BET, Real Luck Group Limited.
Europe was the largest region in the e-sports betting market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the e-sports betting market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the e-sports betting market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The E-sports betting market includes revenues earned by entities by providing services such as real-time betting, comprehensive coverage, marketing solutions, security, and compliance. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
E-Sports Betting Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses e-sports betting market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for e-sports betting? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The e-sports betting market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Betting Types: Pre-Match Betting; Live or in-Play Betting2) By Platform Types: Online Betting Platforms; Offline Betting Locations
3) By Application: Ages 18-25; Ages 26-30; Ages 31 and Above
Companies Mentioned: Flutter Entertainment Plc; Entain Plc; Bet365; DraftKings Inc.; Pinnacle Group Inc.; Super Group Ltd.; William Hill Plc; Kindred Group Plc; Paddy Power Betfair Plc; Betsson AB; Betfred; SBOBET; Parimatch; 888 Holdings Plc; Bet-at-home.com AG; Betvictor Ltd.; Esports Entertainment Group; BetWinner; Intertops; Betcris; Bovada; Unikrn; GVC Group; GG.BET; Real Luck Group Limited
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this E-Sports Betting market report include:- Flutter Entertainment Plc
- Entain Plc
- Bet365
- DraftKings Inc.
- Pinnacle Group Inc.
- Super Group Ltd.
- William Hill Plc
- Kindred Group Plc
- Paddy Power Betfair Plc
- Betsson AB
- Betfred
- SBOBET
- Parimatch
- 888 Holdings Plc
- Bet-at-home.com AG
- Betvictor Ltd.
- Esports Entertainment Group
- BetWinner
- Intertops
- Betcris
- Bovada
- Unikrn
- GVC Group
- GG.BET
- Real Luck Group Limited
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 14.17 Billion |
| Forecasted Market Value ( USD | $ 21.61 Billion |
| Compound Annual Growth Rate | 11.1% |
| Regions Covered | Global |
| No. of Companies Mentioned | 26 |


