Industry News
The Global Online Gambling Market is expected to grow from USD 53,686.56 Million in 2019 to USD 95,023.13 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 9.98%
Reportlinker.com announces the release of the report “Online Gambling Market Research Report by Game , by Device , by Payment Mode – Global Forecast to 2025”
The Global Online Gambling Market is expected to grow from USD 53,686.56 Million in 2019 to USD 95,023.13 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 9.98%.
Market Segmentation & Coverage:
This research report categorizes the Online Gambling to forecast the revenues and analyze the trends in each of the following sub-markets:
“The Sports Betting is projected to witness the highest growth during the forecast period”
On the basis of Game, the Online Gambling Market is studied across Bingo, Casino/Poker, Lottery, Social Gaming, and Sports Betting. The Sports Betting commanded the largest size in the Online Gambling Market in 2019, and it is expected to grow at the fastest CAGR during the forecast period.
“The Mobile is projected to witness the highest growth during the forecast period”
On the basis of Device, the Online Gambling Market is studied across Desktop and Mobile. The Desktop commanded the largest size in the Online Gambling Market in 2019. On the other hand, the Mobile is expected to grow at the fastest CAGR during the forecast period.
“The Real Money is projected to witness the highest growth during the forecast period”
On the basis of Payment Mode, the Online Gambling Market is studied across Real Money and Virtual Money. The Real Money commanded the largest size in the Online Gambling Market in 2019, and it is expected to grow at the fastest CAGR during the forecast period.
“The Asia-Pacific is projected to witness the highest growth during the forecast period”
On the basis of Geography, the Online Gambling Market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas region is studied across Argentina, Brazil, Canada, Mexico, and United States. The Asia-Pacific region is studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, South Korea, and Thailand. The Europe, Middle East & Africa region is studied across France, Germany, Italy, Netherlands, Qatar, Russia, Saudi Arabia, South Africa, Spain, United Arab Emirates, and United Kingdom. The Europe, Middle East & Africa commanded the largest size in the Online Gambling Market in 2019. On the other hand, the Asia-Pacific is expected to grow at the fastest CAGR during the forecast period.
Company Usability Profiles:
The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Online Gambling Market including 888 Holdings PLC, Bet365 Group Ltd, BETSSON AB, Betway Group, Flutter Entertainment PLC, Fortuna Entertainment Group N.V, GVC Holdings PLC, Rhinoceros Operations Ltd, The Hong Kong Jockey Club, and The Stars Group Inc..
FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Online Gambling Market on the basis of Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.
Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth.
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments
The report answers questions such as:
1. What is the market size and forecast of the Global Online Gambling Market?
2. What are the inhibiting factors and their impact analysis shaping the Global Online Gambling Market during the forecast period?
3. What is the competitive position if vendors in the Global Online Gambling Market?
4. How Porters Five Forces define the Global Online Gambling Market landscape?
5. What are the technology trends and regulatory frameworks in the Global Online Gambling Market?
6. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Online Gambling Market?
7. What is the competitive strategic window for opportunities in the Global Online Gambling Market?
8. What are the modes and strategic moves considered suitable for entering the Global Online Gambling Market?
Read the full report: https://www.reportlinker.com/p05881785/?utm_source=GNW
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ESG
Play’n GO publishes 2025 Sustainability Report with emissions and governance updates
Play’n GO has published its 2025 Sustainability Report, framing the year as a milestone as the supplier marks 20 years in the gaming industry. The report covers performance across four pillars—Players, Partners, People and Planet—and positions sustainability as tied to product design, operations, and partner expectations.
On climate reporting, the company said it has “achieved and exceeded” its long-term 90% reduction target for Scope 1 and 2 emissions, and reported a 69% absolute reduction in Scope 3 emissions versus its 2023 base year. Play’n GO also said its total material emissions for 2025 were kept below 500 MTCO2e.
The report also points to a move into land-based delivery. In 2025, Play’n GO said it launched its first land-based gaming solution in partnership with Genting UK, positioning the rollout as part of a “player-first, low-footprint approach” for regulated venues.
On responsible entertainment, the company said it continues to reject game mechanics it believes “compromise player trust or wellbeing,” and highlighted participation in discussions on digital wellbeing and cognitive health, including at the United Nations and G7. “We have always believed that great entertainment should be fun, safe and fair,” said Vanessa Björkbacka, Director of CSR at Play’n GO.
The report also outlines internal development and reporting infrastructure. Play’n GO said 43% of employees engaged in AI-related learning during 2025 and that average training time exceeded seven hours per employee globally. It added that reporting was further aligned to the UN Sustainable Development Goals and World Economic Forum Stakeholder Capitalism Metrics, alongside investment in “secure, AI-supported carbon data management.” “As expectations on transparency and accountability continue to rise, we see it as our responsibility to lead,” Björkbacka added.
The post Play’n GO publishes 2025 Sustainability Report with emissions and governance updates appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
complaint resolution
Casino Guru CRC returns $5.3m to players in Q1 2026
Casino Guru’s Complaint Resolution Center (CRC) published 3,986 complaints in Q1 2026 and says it resolved 1,321 cases, returning $5,304,894 to players during the quarter.
Casino Guru said March was one of the CRC’s most active months on record, with the second-highest number of published complaints to date. The company added that ongoing cases exceeded 1,300, pointing to rising demand for third-party dispute mediation.
By volume, the most active complaint markets were Germany (657), the United Kingdom (270), Canada (240), Italy (207) and Australia (194), according to the CRC update.
Delayed payments remained the most common player-reported issue. Casino Guru also reported a March shift in complaint mix, with self-exclusion-related complaints rising to the second most frequent category for the first time in CRC history. KYC-related issues and blocked accounts were also among the most common complaint types, often linked to withdrawal delays.
Casino Guru said the quarter’s results reflect the increasing role of independent mediation as players look to third-party platforms to resolve disputes.
The post Casino Guru CRC returns $5.3m to players in Q1 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
branded content
RubyPlay launches Firerose studio for operator-specific casino games
RubyPlay has launched Firerose, a new studio aimed at building operator-specific casino game experiences, as suppliers and operators push for more branded content to stand out in crowded markets.
The company said Firerose is designed to let operators combine RubyPlay’s existing game catalogue with the studio’s technology and creative resources, using operator-led insight to shape games around an operator’s brand identity rather than standardised supplier content.
RubyPlay said Superbet is among the first operators to launch Firerose-powered titles. The supplier did not disclose game names or specific performance figures, but said early results showed “strong engagement metrics”.
Firerose becomes part of RubyPlay’s multi-studio structure alongside Koala Games, Mad Hat Games, Ruby Studio, and Xslots, which the company said share technology, infrastructure and distribution.
Dima Reiderman , Chief Commercial Officer at RubyPlay, said: ”Firerose represents a deliberate shift in how we think about content creation and partnership. The market is no longer driven solely by volume, but by identity. Operators want experiences that feel native to their brand and help them clearly differentiate in increasingly competitive casino environments.”
Dr. Eyal Loz, CPO at RubyPlay, added: “Firerose was created to put the operator’s voice at the centre of the creative process. Every game starts with their brand, their audience and their story, and our role is to bring that to life through the full weight of RubyPlay’s creative capabilities.
“We’re shaping experiences that players immediately associate with the operator itself. That level of ownership is what allows operators to stand out in increasingly crowded casino environments.”
The post RubyPlay launches Firerose studio for operator-specific casino games appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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