The skill gaming market size is expected to see rapid growth in the next few years. It will grow to $90.65 billion in 2029 at a compound annual growth rate (CAGR) of 15.5%. The growth anticipated in the forecast period is driven by increasing demand for interactive and competitive gaming experiences, the expansion of esports and skill-based tournaments, growing adoption of mobile-first gaming solutions, rising investments by gaming companies in skill-based formats, and supportive regulatory developments in certain regions that favor skill gaming. Key trends expected to shape the market include advancements in augmented and virtual reality for more immersive gameplay, the use of artificial intelligence to deliver personalized experiences, integration of blockchain for secure transactions and reward systems, collaboration with streaming platforms, and the development of cloud-based gaming infrastructure.
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 players 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, and Mobile Premier League.
North America was the largest region in the skill gaming market in 2024. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in skill gaming report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa. The countries covered in the skill gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The sudden escalation of U.S. tariffs and the consequent trade frictions in spring 2025 are severely impacting the recreation sector, particularly in the supply of imported sports equipment, outdoor gear, and leisure products. Manufacturers and retailers are facing higher costs for items such as bicycles, camping gear, fitness machines, and gaming consoles, much of which are sourced from overseas with limited domestic alternatives. Small businesses operating in the recreational retail space are especially affected, with some reducing inventory or increasing prices to offset margin pressure. Event organizers and recreational facilities are also facing cost hikes for imported equipment and infrastructure materials. In response, the industry is exploring alternative sourcing from tariff-free regions, increasing reliance on local suppliers, and urging policymakers to consider exemptions for non-essential but widely used recreational products.
Skill gaming involves games where the result mainly depends on a player’s talent, strategy, and decision-making rather than luck. Its primary goal is to challenge and reward players based on their abilities, offering entertainment, competition, and often chances for monetary rewards or recognition.
The main types of skill gaming include skill-based slots, esports tournaments, fantasy sports, poker, and others. Skill-based slots are a kind of slot machine where outcomes are affected by the player’s skill or choices, blending traditional slot mechanics with interactive gameplay. This type of gaming can require both physical and mental skills and spans genres like tile-based, puzzle, dice-based, board, animated, card, word- or number-based games, and more. Skill gaming is accessible on various platforms such as desktop, mobile, consoles, virtual reality (VR), and augmented reality (AR), and is available through multiple channels including online platforms, land-based casinos, mobile apps, social media, and others.
The skill gaming market research report is one of a series of new reports that provides skill gaming market statistics, including skill gaming industry global market size, regional shares, competitors with a skill gaming market share, detailed skill gaming market segments, market trends and opportunities, and any further data you may need to thrive in the skill gaming industry. This skill gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
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 Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on 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, competitive landscape, market shares, 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.
- 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.
- 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.
- 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 trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Report Scope
Markets Covered:
1) By Game Type: Skill-Based Slots; Esports Tournaments; Fantasy Sports; Poker; Other Skill Games2) By Skill Type: Physical; Mental
3) By Game Genre: Tile-Based; Puzzle Games; Dice-Based; Board-Based; Animated Games; Card-Based; Word or Number-Based; Puzzle Based and Animated Games
4) By Gaming Platform: Desktop; Mobile; Console; Virtual Reality (VR); Augmented Reality (AR)
5) By Distribution Channel: Online Platforms; Land-Based Casinos; Mobile Applications; Social Media; Other Distribution Channels
Subsegments:
1) By Skill-Based Slots: Classic Slots; Video Slots; 3D Slots; Progressive Jackpot Slots2) By Esports Tournaments: Multiplayer Online Battle Arena; First-Person Shooter; Real-Time Strategy; Sports Simulation
3) By Fantasy Sports: Daily Fantasy Sports; Season-Long Fantasy Sports; Salary Cap Fantasy Sports; Draft-Based Fantasy Sports
4) By Poker: Texas Holdem; Omaha; Seven Card Stud; Five Card Draw
5) 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; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; 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: PDF, Word and Excel Data Dashboard.
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 | October 2025 |
Forecast Period | 2025 - 2029 |
Estimated Market Value ( USD | $ 50.96 Billion |
Forecasted Market Value ( USD | $ 90.65 Billion |
Compound Annual Growth Rate | 15.5% |
Regions Covered | Global |
No. of Companies Mentioned | 21 |