The skill gaming market size is expected to see rapid growth in the next few years. It will grow to $104.46 billion in 2030 at a compound annual growth rate (CAGR) of 15.4%. The growth in the forecast period can be attributed to increasing regulatory clarity for skill gaming, rising demand for competitive social gaming, expansion of esports monetization models, growing use of AI-based matchmaking systems, increasing adoption of immersive gaming formats. Major trends in the forecast period include increasing adoption of real-money skill-based games, rising popularity of esports tournaments, growing integration of secure digital payment systems, expansion of cross-platform skill gaming ecosystems, enhanced focus on fair play and anti-fraud mechanisms.
The rising penetration of smartphones is expected to drive the growth of the skill gaming market. Smartphone penetration refers to the proportion of the population that owns and regularly uses smartphones, highlighting the widespread adoption of mobile technology in everyday life. This growth is largely attributed to the increasing affordability and accessibility of smartphones, making them available to a broader audience. Greater smartphone usage supports the expansion of skill gaming by enabling easy access to games anytime and anywhere, catering to both casual and competitive players. It boosts user engagement by allowing seamless, on-the-go gameplay, enhancing convenience and participation in skill-based competitions. For example, in October 2023, the GSM Association reported that nearly 4.3 billion people, about 53% of the global population, were using smartphones to access the internet. Additionally, around 80% of mobile internet users were using 4G or 5G smartphones, an increase of 330 million users from 2022. This growing smartphone adoption is a key factor driving the skill gaming market forward.
Leading companies in the skill gaming market are focusing on innovative solutions like peer-to-peer, player-adjusted payout systems to boost player engagement and deliver more personalized, competitive gaming experiences. These systems allow players to compete directly with one another, with payouts dynamically determined by player performance and strategic choices rather than fixed amounts. For example, in June 2024, Full Pull Entertainment LLC, a U.S.-based digital media and sports technology company, launched Full Pull Picks, a skill-based gaming platform that offers real-money wagering on truck and tractor pulling events. The platform features a peer-to-peer, player-adjusted payout system, where entry fees are pooled and prizes are distributed based on the total distances pulled by chosen drivers. This approach creates a more interactive and fair wagering environment, allowing users to legally participate in skill-based betting by selecting drivers with varying odds and earning rewards based on actual event outcomes.
In December 2024, Mobile Premier League (MPL), an online gaming company based in India, acquired CloudFeather Games Private Limited for an undisclosed amount. The acquisition is intended to enhance MPL’s technological capabilities by incorporating CloudFeather’s advanced gaming infrastructure. CloudFeather Games, also based in India, specializes in technology solutions for skill gaming, real-money gaming, and Web3 development tools for game creators.
Major companies operating in the skill gaming market are FanDuel Group Inc., Flutter Entertainment plc, Zynga Inc., Skillz Inc., Nazara Technologies Limited., Delta Corp Limited., Junglee Games Pvt. Ltd., Games24x7 Private Limited., Dream Sports Pvt. Ltd., AviaGames Inc., GameDuell GmbH, WorldWinner, GamesKraft Technologies Private Limited, PlayerzPot Media Private Limited., OnMobile Global Limited., WinZO Games Private Limited., EazeGames IE B.V., Megashots Internet Private Limited, Pokerbaazi, Mobile Premier League.
North America was the largest region in the skill gaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the skill gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the skill gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The skill gaming market includes revenues earned by entities through online poker and card games, puzzle and trivia competitions, eSports betting and contests, and educational skill challenge apps. 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
Skill Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses skill gaming 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 skill gaming? 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 skill gaming 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 Game Type: Esports Tournaments; Fantasy Sports; Poker; Other Skill Games2) By Game Genre: Tile-Based; Puzzle Games; Board-Based; Card-Based; Word or Number-Based
3) By Gaming Platform: Desktop; Mobile; Console
4) By Distribution Channel: Online Platforms; Mobile Applications
Subsegments:
1) By Esports Tournaments: Multiplayer Online Battle Arena; First-Person Shooter; Real-Time Strategy; Sports Simulation2) By Fantasy Sports: Daily Fantasy Sports; Season-Long Fantasy Sports; Salary Cap Fantasy Sports; Draft-Based Fantasy Sports
3) By Poker: Texas Holdem; Omaha; Seven Card Stud; Five Card Draw
4) By Other Skill Games: Memory Games; Action Skill Games; Simulation Games
Companies Mentioned: FanDuel Group Inc.; Flutter Entertainment plc; Zynga Inc.; Skillz Inc.; Nazara Technologies Limited.; Delta Corp Limited.; Junglee Games Pvt. Ltd.; Games24x7 Private Limited.; Dream Sports Pvt. Ltd.; AviaGames Inc.; GameDuell GmbH; WorldWinner; GamesKraft Technologies Private Limited; PlayerzPot Media Private Limited.; OnMobile Global Limited.; WinZO Games Private Limited.; EazeGames IE B.V.; Megashots Internet Private Limited; Pokerbaazi; Mobile Premier League
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 Skill Gaming market report include:- FanDuel Group Inc.
- Flutter Entertainment plc
- Zynga Inc.
- Skillz Inc.
- Nazara Technologies Limited.
- Delta Corp Limited.
- Junglee Games Pvt. Ltd.
- Games24x7 Private Limited.
- Dream Sports Pvt. Ltd.
- AviaGames Inc.
- GameDuell GmbH
- WorldWinner
- GamesKraft Technologies Private Limited
- PlayerzPot Media Private Limited.
- OnMobile Global Limited.
- WinZO Games Private Limited.
- EazeGames IE B.V.
- Megashots Internet Private Limited
- Pokerbaazi
- Mobile Premier League
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 58.96 Billion |
| Forecasted Market Value ( USD | $ 104.46 Billion |
| Compound Annual Growth Rate | 15.4% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


