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Worldwide Internet Sports Betting Industry to 2031 – Featuring 888 Holdings, Betway and Cyber Bet Among Others

The “Internet Sports Betting Market – Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2021-2031” report has been added to ResearchAndMarkets’s offering.
A new study on the global Internet sports betting market has been published which presents a wealth of information on key market dynamics, including the drivers, market trends, and challenges, as well as the structure of the global Internet sports betting market across the globe. This study offers valuable information about the global Internet sports betting market to illustrate how the market would grow during the forecast period, 2021-2031.
Key indicators of market growth, which include value chain as well as supply chain analyses, and Compound Annual Growth Rate (CAGR), are elucidated in this study in a comprehensive manner. This data can help readers interpret quantitative growth aspects of the global Internet sports betting market during the forecast period.
An extensive analysis on business strategies of leading market players is also featured in this study on the global Internet sports betting market. This can help readers understand principal factors to foresee growth in the global Internet sports betting market. In this study, readers can also find specific data on the qualitative and quantitative growth avenues for the global Internet sports betting market, which is expected to guide market players in making apt decisions in the future.
Key Questions Answered
- What are the key factors influencing the Internet sports betting market in each country?
- What will be the CAGR of the global Internet sports betting market between 2021 and 2031?
- What is the future scope and current trends in technologies of the global Internet sports betting market?
- What is the revenue of the global Internet sports betting market based on segments?
- Which key strategies are used by top players of the global Internet sports betting market?
- Which are the leading companies in the global Internet sports betting market?
Key Topics Covered:
1. Preface
2. Assumptions
3. Research Methodology
4. Executive Summary
5. Market Overview
5.1. Introduction
5.2. Market Dynamics
5.2.1. Drivers
5.2.2. Restraints
5.2.3. Opportunities
5.3. Key Trends Analysis
5.3.1. Demand Side Analysis
5.3.2. Supply Side Analysis
5.4. Key Market Indicators
5.4.1. Overall Internet Gambling and Betting Industry Overview
5.5. Porter’s Five Forces Analysis
5.6. Value Chain Analysis
5.7. Industry SWOT Analysis
5.8. Technological Overview
5.9. Region Wise Comparison Analysis by Game Type (SEA, Europe, North America, South America, Middle East, Africa)
5.10. Global Internet Sports Betting Market Analysis and Forecast, 2017 – 2031
5.10.1. Market Revenue Projections (US$ Mn)
6. Global Internet Sports Betting Market Analysis and Forecast, By Game Type
6.1. Global Internet Sports Betting Market Size (US$ Mn) Forecast, By Game Type, 2017 – 2031
6.1.1. Table Tennis
6.1.2. Cybersport
6.1.2.1. Battle Ground
6.1.2.2. Call of Duty (COD)
6.1.2.3. Counter-Strike
6.1.2.4. Dota 2
6.1.2.5. Hearthstone
6.1.2.6. League of Legends
6.1.2.7. FIFA
6.1.2.8. PES
6.1.2.9. eBasketball
6.1.2.10. Others
6.1.3. Football
6.1.4. Basketball
6.1.5. Baseball
6.1.6. Hockey
6.1.7. Cricket
6.1.8. Boxing
6.1.9. Others
6.2. Incremental Opportunity, By Game Type
7. Global Internet Sports Betting Market Analysis and Forecast, By Device Type
7.1. Global Internet Sports Betting Market Size (US$ Mn) Forecast, By Device Type, 2017 – 2031
7.1.1. Desktops and Laptop
7.1.2. Tablets and Mobile
7.2. Incremental Opportunity, By Device Type
8. Global Internet Sports Betting Market Analysis and Forecast, by Region
8.1. Global Internet Sports Betting Market Size (US$ Mn), by Region, 2017 – 2031
8.1.1. North America
8.1.2. Europe
8.1.3. Asia Pacific
8.1.4. Middle East & Africa
8.1.5. South America
8.2. Global Incremental Opportunity, by Region
9. North America Internet Sports Betting Market Analysis and Forecast
10. Europe Internet Sports Betting Market Analysis and Forecast
11. Asia Pacific Internet Sports Betting Market Analysis and Forecast
12. Indonesia Internet Sports Betting Market Analysis and Forecast
13. Thailand Internet Sports Betting Market Analysis and Forecast
14. Vietnam Internet Sports Betting Market Analysis and Forecast
15. Malaysia Internet Sports Betting Market Analysis and Forecast
16. Middle East & Africa Internet Sports Betting Market Analysis and Forecast
17. South America Internet Sports Betting Market Analysis and Forecast
18. Competition Landscape
18.1. Market Player – Competition Dashboard
18.2. Market Revenue Share Analysis (%), (2020)
18.3. Company Profiles (Details – Company Overview, Sales Area/Geographical Presence, Revenue, Strategy & Business Overview)
18.3.1. 888 Holdings plc.
18.3.1.1. Company Overview
18.3.1.2. Sales Area/Geographical Presence
18.3.1.3. Revenue
18.3.1.4. Strategy & Business Overview
18.3.2. Betway Group
18.3.2.1. Company Overview
18.3.2.2. Sales Area/Geographical Presence
18.3.2.3. Revenue
18.3.2.4. Strategy & Business Overview
18.3.3. Cyber Bet
18.3.3.1. Company Overview
18.3.3.2. Sales Area/Geographical Presence
18.3.3.3. Revenue
18.3.3.4. Strategy & Business Overview
18.3.4. GVC Holdings Plc.
18.3.4.1. Company Overview
18.3.4.2. Sales Area/Geographical Presence
18.3.4.3. Revenue
18.3.4.4. Strategy & Business Overview
18.3.5. Kindred Group
18.3.5.1. Company Overview
18.3.5.2. Sales Area/Geographical Presence
18.3.5.3. Revenue
18.3.5.4. Strategy & Business Overview
18.3.6. Paddy Power Betfair plc
18.3.6.1. Company Overview
18.3.6.2. Sales Area/Geographical Presence
18.3.6.3. Revenue
18.3.6.4. Strategy & Business Overview
18.3.7. The Betway Group
18.3.7.1. Company Overview
18.3.7.2. Sales Area/Geographical Presence
18.3.7.3. Revenue
18.3.7.4. Strategy & Business Overview
18.3.8. The Stars Group
18.3.8.1. Company Overview
18.3.8.2. Sales Area/Geographical Presence
18.3.8.3. Revenue
18.3.8.4. Strategy & Business Overview
18.3.9. Unibet
18.3.9.1. Company Overview
18.3.9.2. Sales Area/Geographical Presence
18.3.9.3. Revenue
18.3.9.4. Strategy & Business Overview
18.3.10. Unikrn Inc.
18.3.10.1. Company Overview
18.3.10.2. Sales Area/Geographical Presence
18.3.10.3. Revenue
18.3.10.4. Strategy & Business Overview
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Eastern Europe
Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating

“We weren’t just present — we were participants of Runfest. And that’s one of the most important aspects,” said Artak Ashkhatoyan, Deputy CEO of Totogaming.
On July 6, Totogaming joined the Cernica Pantelimon Runfest in Romania, once again emphasizing the importance of promoting amateur sports and a healthy lifestyle.
“Supporting such initiatives is a priority for TotoGaming. First, 50% of the proceeds from RunFest will be donated to the CLOVES Romania Foundation, supporting children affected by CLOVES Syndrome. And second, we’ve always believed in showing our passion for sports through actions, not just words. Have you noticed how we’re constantly rushing through life, yet when we look back, it often feels like we haven’t moved at all? It’s important for us to lead by example and show the importance of participation. This is exactly the message we’re promoting through our team’s active involvement in the marathon. After all, there can never be too much sport in our lives,” said TotoGaming’s Deputy CEO, Artak Ashkhatoyan.
A Simple Concept, a Powerful Impact
The concept of this sports event is straightforward: choose a distance between 1 to 21 kilometers and run. The goal? Make sport an integral part of everyday life. The crowd certainly embraced that, gathering as early as 8:30 a.m. — on a Sunday morning.
Totogaming contributed in two distinct capacities: as an official sponsor and as an active participant. A dedicated team of 13 employees represented the company at the Cernica Pantelimon RunFest, with 7 of them proudly taking part as runners.
More Than Just a Run
It wasn’t an easy challenge — especially because among Totogaming’s runners were people for whom running isn’t a daily habit, or even part of their life at all. Yet they couldn’t miss the opportunity, not least from the perspective of corporate responsibility.
“We just finished the 7.5-kilometer race!” shared Petrut-Adrian Toea from the Totogaming team.
“It was amazing, honestly. Around the 2-kilometer mark, I had this little battle with myself — I told myself I had to finish the race, no matter what. And I did it! I came in around 60th place out of over 100 runners, which for me is a really good result.”
“I see my participation as a small contribution toward promoting a healthy lifestyle. In my close circle, everyone knows I’m not exactly the sporty type. I’m not athletic, and I usually prefer having fun in other ways. But showing up here, early in the morning, in this intense heat, and completing almost 8 kilometers with just one short break — I think it set a good example.”
“I hope seeing someone like me finish this challenge motivates my friends to try something similar for their own health. I believe that’s a meaningful contribution”, – added Petrut-Andrea.
Totogaming also made it possible for every attendee to bring sport into their lives — quite literally. At the Totogaming tent, participants could ride stationary bikes and receive prizes based on the number of points they earned through their efforts.
Whether they were running, cycling, or simply cheering for friends, the goal for everyone was the same: to reach the destination of champions — by bringing sport into everyday life.
The post Totogaming Joins Cernica Pantelimon RunFest: Not Just Present, But Fully Participating appeared first on European Gaming Industry News.
BMM
BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE

BMM Testlabs, the world’s original gaming test lab renowned for exceptional product compliance and certification services, today announced the promotion of Sacha McLaughlin to Vice President of Global Quality Assurance.
BMM’s President of Land-Based Gaming & Inspections, Kirk White, said, “Sacha has consistently demonstrated exceptional leadership, operational excellence, and a customer-first attitude. Her experience and passion will be critical as we continue to grow our QA services to meet the always-evolving needs of the global gaming industry.”
With over 18 years of experience in software implementation and seven years in the gaming industry, McLaughlin brings extensive knowledge of both agile and waterfall development methodologies, test planning, project management, and cross-regional team leadership. She is recognized for her ability to build and scale QA organizations that deliver quality, speed, and value to customers.
McLaughlin joined BMM in 2018 and has held roles of increasing responsibility within the Company, most recently serving as Senior Director of Quality Assurance. Throughout her tenure, she has been instrumental in expanding BMM’s QA capabilities and helping customers launch products into the global gaming market more quickly, with a focus on regulatory compliance, functionality, fairness, and security.
The post BMM TESTLABS PROMOTES SACHA MCLAUGHLIN TO VICE PRESIDENT OF GLOBAL QUALITY ASSURANCE appeared first on Gaming and Gambling Industry in the Americas.
AI
Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps

Major findings from the newly launched report include playable ads having the potential to deliver impression-to-install rates 16 times that of non-playable formats for emerging gaming apps and a 20% increase in spending on interactive ads year over year.
Liftoff, a leading AI-enabled growth platform for the mobile app economy, has published its seventh annual Mobile Ad Creative Index. The report explores top creative trends that are attracting and scaling in ad spend across consumer apps and games. It also highlights the expanding role of AI in creative production, testing, and optimization.
This year’s Mobile Ad Creative Index specifically analyzes creative concepts that have excelled in scale for Liftoff’s highest-spending advertisers over the past 12 to 48 months. It is based on findings from over 4.7 trillion impressions, 263 billion clicks, and 1.1 billion installs between 1 January 2023 and 31 May 2025.
Highlights from the report include:
Top consumer apps are investing in interactive ads to compete for engagement
In 2024, the share of spend on interactive ads for top apps increased by 20% year over year. The share of spend increased by 2% for spenders outside the top tier. Top-spending apps differentiate their campaigns by adding innovations to evergreen concepts such as social scrollers, carousels, and scratch-offs.
Playable ads deliver returns across ad budgets for mobile game advertisers
In 2024, the share of spend on playable ads for top games averaged 35% higher than other games. Across all ad budgets, however, playable ads delivered higher conversion rates. Impression-to-install rates were 8 times that of non-playable formats for top spenders and 16 times that of non-playable formats for other game advertisers.
Tailoring “metaplay” elements to motivations can improve performance
“Metaplay” elements—gameplay that diverges from an app’s core design to appeal to a broader audience—are widespread, but top games gain an edge by tailoring their metaplay ads to the publisher audience. The report found that aligning “metaplay” creative with publisher audiences resulted in a 93% increase in installs-per-mille.
UGC is becoming a key differentiator in driving scale for consumer apps
The share of spend on user-generated content (UGC) increased 11% for top-spending apps, with social and utility apps seeing the most significant jump of nearly 30% between 2023 and 2024.
Widespread adoption of Gen AI leads to more customized ad experiences
Creative teams increasingly leverage AI to enhance top-performing assets with 3D and motion and to create and test variations. Top advertisers also use AI to recombine their assets in customized ad experiences that break away from standard video to playable formats.
Yann Zeller, Chief of Staff, Creative at Liftoff, said: “Today’s creative landscape is shaped by a single, powerful truth: attention is the commodity, and brands, games, and influencers are all vying for it. Great mobile ad experiences can earn attention by aligning context with behavior. As ad formats become richer and AI expands our ability to personalize and adapt creatives at scale, we’re able to unlock new insights into user behavior and motivation. We see users spend meaningful stretches with the right content, sometimes 60 to 90 seconds when the ad feels personal or prompts meaningful participation. This isn’t just a better way to advertise—it’s a better way to tell stories and the most exciting brief we’ve had in years.”
Soren Steelquist, Director of Creative Production, said: “The proof is in the data—more and more consumer apps are incorporating UGC into every stage of their marketing, and programmatic is no different. UGC works because it’s authentic and relatable, and users are more likely to be influenced by ad when it’s coming from a trustworthy source. To see higher impact from UGC creatives, work with a partner that can match the right creator with your brand and develop winning concepts that resonate with audiences.”
The post Liftoff’s 2025 Mobile Ad Creative Index Reveals UGC Is a Key Differentiator for Top Apps appeared first on Gaming and Gambling Industry in the Americas.
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