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Online Gambling Platforms Gained Larger User Base With Pandemic As A Driver Of The Global Online Gaming Market 2020

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Due to the social distancing restrictions imposed because of the coronavirus outbreak, brick and mortar gambling places remained closed, due to which online gambling platforms gained a larger user base. People were forced to sit at home during the lockdown and this increased internet traffic on all fronts. More people frequently visited gambling websites and thousands of new users registered every day. According to research firm Global Poker, the US has witnessed an increase of first-time online poker players by 255% since the coronavirus lockdowns began. Overall, the poker industry has experienced a 43% growth since April 2020. Some countries saw such increases as an opportunity and modified their online-gambling laws. For example, Belarus legalized online casinos and Armenia made some changes to its existing laws. The increasing popularity of gambling apps and social gambling will propel the growth of the mobile gambling market in the forecast period, and several online-gambling platforms increased their marketing and promotional activities in the form of extra tournaments and bonuses to attract more players as well.

With these drivers and the current situation of the world, the online gambling market size is expected to grow from $58.96 billion in 2019 to $92.86 billion in 2023 at a rate of 12.0%. The market is expected to then grow to $113.12 billion in 2025 at a CAGR of 10.4%.

The Business Research Company’s report titled Online Gambling Market Global Report 2020-30: COVID-19 Growth and Change covers major online gambling companies, online gambling market share by company, online gambling manufacturers, online gambling infrastructure market size, and online gambling market forecasts. The report also covers the global online gambling market and its segments. The online gambling market is segmented by game type into betting, casino, lottery, poker, online bingo, others and by device into desktop, mobile, others.

With increasing apps and social gambling, online gambling companies are investing in building mobile platforms for their games to increase accessibility and convenience for users. The availability of smartphones with high-end features such as extended storage, high-end graphics and faster processing speeds at reasonable prices incentivize online gambling companies to make mobile-based applications. Also, mobile gambling offers significant benefits, including more deposit options, loyalty programs, and the option to play with anyone anywhere across the globe. According to App Annie, in 2020, 70% of total gambling revenue is expected to come from mobile gambling.

Along with the ease of mobile apps, companies in the online gambling market are increasingly investing in Artificial Intelligence (AI) for improving the overall experience for customers. With the help of AI, personalization for each user is possible as the technology can analyze the preference of the user in terms of game selection and offer a customized welcome page accordingly, helping the user to save time spent on looking for the right game. AI also helps in providing customer support in the form of chat-bots for resolving queries. Behavior patterns and gaming frauds can also be checked, which helps in preventing frauds and locks out scammers. Technologies such as augmented reality and virtual reality are being implemented as well, giving a more immersive and realistic experience to their users.

Beyond such high-tech updates, online gambling companies are using several tactics to gain more users. Some provide F2P (free to play) types of game products, commonly referred to as freemium. These games do not make any money for the company directly, but revenues are made through upgrades and additions of certain features and improvements by the user. The user pays a minimal amount for different kinds of virtual offerings and other game products to improve the gaming experience. This model allows online gambling companies to increase their user base and have more active players on their platforms who would eventually make a purchase. Currently, many online casinos are offering a free play version of some of their games. Companies innovating their platforms according to the increasing number of customers and their preferences will allow the online gambling market to continue to grow.

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BLAST

BLAST partners with MATCH on premium fan travel for 2026-27 events

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Deal covers travel and hospitality packages across BLAST’s event slate, starting with BLAST Premier Hong Kong Rivals in November.

BLAST has signed a one-year partnership with MATCH to develop premium fan travel experiences and related commercial opportunities across BLAST events in 2026 and 2027, including the BLAST Premier Hong Kong Rivals 2026. The companies said the work will start immediately, with an initial focus on the BLAST Premier Hong Kong Rivals event in November.

BLAST VP of Destinations and Market Development James Woollard said: “We’re thrilled to partner with MATCH, a company with an unrivalled track record in delivering top-tier fan travel experiences at the biggest sporting events in the world. As BLAST continues to grow globally and attract growing numbers of travelling fans, this partnership represents an exciting opportunity to further elevate the live event experience for fans and audiences across esports.”

MATCH is best known for hospitality and accommodation programmes at major sports events, including four consecutive FIFA World Cups™ from 2010 to 2022, as well as Ryder Cup tournaments, Formula 1 Grands Prix and ATP tennis tournaments. MATCH Director of UK Events and Business Strategy Richard Parker said: “Esports is one of the most exciting growth frontiers in live entertainment, and BLAST stands out as a world-class platform with incredible potential. At MATCH, we see a tremendous opportunity to bring our expertise in creating premium fan experiences into the esports arena. We are very enthusiastic about the possibility of working together with BLAST to deliver innovative, unforgettable experiences for esports fans worldwide.”

BLAST said MATCH will also bring its network of clients, sponsors, federations, agents and media partners to support international attendance and partner activation, alongside MATCH’s technology and operational infrastructure. The announcement follows BLAST’s 2025 live events activity, where the organiser said it delivered 15 arena shows across 10 countries spanning five titles and sold 194,421 tickets.

The post BLAST partners with MATCH on premium fan travel for 2026-27 events appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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BLAST

BLAST and MATCH Announce Strategic Partnership to Elevate Premium Esports Experiences Worldwide

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Partnership to focus on fan travel experiences for BLAST events in 2026 and 2027, including the BLAST Premier Hong Kong Rivals 2026

BLAST, one of the world’s leading esports entertainment companies, today announced a new strategic partnership with MATCH, a globally renowned leader in premium sports experiences with extensive expertise spanning product development, production, marketing, sales and customer service.

The one-year agreement will see MATCH work alongside BLAST to deliver premium fan travel experiences and commercial opportunities across BLAST’s global esports events portfolio, with an immediate focus on the upcoming BLAST Premier Hong Kong Rivals in November.

MATCH, and its associated group of companies, are internationally recognised for delivering world-class hospitality and accommodation programmes at some of the globe’s biggest and more commercially successful sports events, including four consecutive FIFA World Cups™ between 2010 and 2022, multiple Ryder Cup tournaments, Formula 1 Grand Prix and ATP tennis tournaments.

The partnership comes amid continued global growth and demand for elevated live esports events. In 2025 alone, BLAST delivered 15 arena shows across 10 countries spanning five of the world’s leading esports titles, selling 194,421 tickets to fans worldwide as esports continues to establish itself as one of the fastest-growing sectors in live entertainment.

James Woollard, VP of Destinations and Market Development for BLAST, said: “We’re thrilled to partner with MATCH, a company with an unrivalled track record in delivering top-tier fan travel experiences at the biggest sporting events in the world. As BLAST continues to grow globally and attract growing numbers of travelling fans, this partnership represents an exciting opportunity to further elevate the live event experience for fans and audiences across esports.”

Richard Parker, Director of UK Events and Business Strategy for MATCH, said: “Esports is one of the most exciting growth frontiers in live entertainment, and BLAST stands out as a world-class platform with incredible potential. At MATCH, we see a tremendous opportunity to bring our expertise in creating premium fan experiences into the esports arena. We are very enthusiastic about the possibility of working together with BLAST to deliver innovative, unforgettable experiences for esports fans worldwide.”

Through the partnership, MATCH will bring its extensive global network of clients, sponsors, international sports federations, agents and media partners to BLAST events, helping expand international attendance, elevate fan experiences and further position esports within the premium live entertainment landscape.

The collaboration will also leverage MATCH’s proven technology, infrastructure and operational expertise that has supported some of the world’s largest sporting events, creating scalable fan travel solutions tailored for esports audiences and commercial partners.

MATCH’s integrated model combines rights-holder expertise with full-service delivery capabilities, enabling efficient setup, operational consistency and premium guest experiences across global events. The company’s proven international reach attracted attendees from more than 150 countries during the FIFA World Cup Qatar 2022™, demonstrating the scale and effectiveness of its worldwide hospitality and marketing network.

The partnership reinforces BLAST’s continued ambition to innovate and expand the esports event experience globally, creating new opportunities for fans, brands and commercial partners alike.

The post BLAST and MATCH Announce Strategic Partnership to Elevate Premium Esports Experiences Worldwide appeared first on Americas iGaming & Sports Betting News.

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Big Game Summer

GG.BET rolls out Big Game Summer campaign tied to FIFA World Cup 2026

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Operator publishes World Cup outright odds as of June 11 and promotes fast markets and bet builder products around the tournament.

GG.BET has launched its “Big Game Summer” campaign ahead of the FIFA World Cup 2026, positioning the promotion around tournament betting and a “special tournament prize pool,” according to the company.

The 2026 FIFA World Cup runs across the USA, Canada and Mexico and expands to 48 teams, 104 matches and a 39-day schedule. Under the new format, the field is split into 12 groups of four, with the top two in each group plus eight best third-placed teams moving into a newly added Round of 32.

GG.BET said its World Cup offering includes “Fast Markets” for selected matches and a Bet Builder product for custom combinations, alongside “exclusive tournament bonuses” and “fast payouts.” The company did not disclose the campaign’s prize pool size or any eligibility terms in the release.

The operator also published outright odds taken from gg.bet “as of 12:00 CET on June 11, 2026,” noting they are subject to change. GG.BET listed Portugal at 5.17, followed by Spain (5.77), Germany (5.87), England (7.2), Colombia (8.62), Argentina (9.88), France (9.89) and Brazil (10.38).

In the release, GG.BET pointed to the tournament opener on June 11 between Mexico and South Africa at Azteca Stadium, describing it as “the first stadium in history to host a men’s FIFA World Cup for the third time.”

The post GG.BET rolls out Big Game Summer campaign tied to FIFA World Cup 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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