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Global Gambling Market Opportunities and Strategies Report 2022-2030: Shift In Interests Towards Online And Physical Sportsbook Betting
The “Gambling Global Market Opportunities And Strategies To 2030, By Type, Channel Type” report has been added to ResearchAndMarkets’ offering.
The global gambling market reached a value of nearly $465,763.9 million in 2020, having increased at a compound annual growth rate (CAGR) of 2.1% since 2015. The market is expected to grow from $465,763.9 million in 2020 to $674,703.9 million in 2025 at a CAGR of 7.7%. The market is expected to grow from $674,703.9 million in 2025 to $895,720.3 million in 2030 at a CAGR of 5.8%.
The gambling market consists of sales of gambling services and related goods by entities (organizations, sole traders and partnerships) that operate gambling facilities, such as casinos, bingo halls, video gaming terminals, lotteries, and off-track sports betting. Gambling is the act of wagering money or something of value on an event with an uncertain outcome that is not under gambler control, with an intent of winning money.
Growth in the historic period resulted from growth of the experience economy, favorable visa policies and new initiatives, emerging markets growth, growth in female gamblers, rapid urbanization, legalization of gambling and rise in mobile gambling.
Going forward, legalization of gambling, changing consumer gambling habits and use of social media are expected to drive the market. Stringent government regulations on gambling, demographic changes and problem gambling are major factors that could hinder the growth of the gambling market in the future.
The gambling market is segmented by type into casino, lotteries, sports betting and others. The lotteries market was the largest segment of the gambling market by type, accounting for 52.5% of the total market in 2020. Going forward, sports betting segment is expected to be the fastest growing segment in the gambling market, at a CAGR of 8.4%.
The gambling market is also segmented by channel type into offline, online and virtual reality (VR). The offline market was the largest segment of the gambling market by channel type, accounting for 88.0% of the total market in 2020. Going forward, the virtual reality (VR) segment is expected to be the fastest growing segment in the gambling market, at a CAGR of 17.7%.
Asia Pacific was the largest region in the global gambling market, accounting for 38.2% of the total in 2020. It was followed by North America, Western Europe and then the other regions. Going forward, the fastest-growing regions in the gambling market will be Middle East and Eastern Europe, where growth will be at CAGRs of 12.0% and 10.8% respectively. These will be followed by Africa and South America, where the markets are expected to register CAGRs of 10.1% and 9.9% respectively.
The gambling market is relatively fragmented, with a large number of players. The top ten competitors in the market made up to 20.10% of the total market in 2020. This can be due to the existence of number of local players in the market serving customers in particular geographies.
China Welfare Lottery was the largest competitor with 10.85% of the market, followed by The Hong Kong Jockey Club with 6.01%, MGM Resorts International with 0.62%, Crown resorts with 0.51%, Caesars Entertainment Corporation with 0.50%, Las Vegas Sands Corporation with 0.49%, Melco International Development Ltd. with 0.31%, Genting Group with 0.30%, Wynn Resorts Ltd. with 0.27%, and Galaxy Entertainment Group Limited with 0.23%.
The top opportunities in the gambling market segmented by type will arise in the lotteries segment, which will gain $113,324.9 million of global annual sales by 2025. The top opportunities in the gambling market segmented by channel type will arise in the offline segment, which will gain $155,521.3 million of global annual sales by 2025. The gambling market size will gain the most in China at $29,826.3 million.
Market-trend-based strategies for the gambling market includes investing in gambling games that use AR and VR technology, adopt advanced technologies to introduce live casinos, introduce hybrid games to drive engagement, adopt advanced security measures to prevent fraud, adopt cryptocurrencies to improve transparency in transactions, provide large-format slot machines, integrate robots with artificial intelligence, invest in providing mobile gambling services, offering offshore betting services, employ big data analytics, invest in branded slot games and gambling services through smart watch applications.
Key Topics Covered:
1. Gambling Market Executive Summary
2. Table of Contents
3. List of Figures
4. List of Tables
5. Report Structure
6. Introduction
6.1. Segmentation By Geography
6.2. Segmentation By Type
6.3. Segmentation By Channel Type
7. Gambling Market Characteristics
7.1. Market Definition
7.2. Segmentation By Type
7.2.1. Casino
7.2.2. Lotteries
7.2.3. Sports Betting
7.2.4. Others
7.3. Segmentation By Channel Type
7.3.1. Offline Gambling
7.3.2. Online Gambling
7.3.3. Virtual Reality (VR) Gambling
8. Gambling Market, Supply Chain Analysis
8.1.1. Resources
8.1.2. Gambling Services Providers
8.1.3. Other Service Providers
8.1.4. End Users
9. Gambling Market, Product/Service Analysis – Product/Service Examples
10. Gambling Market Customer Information
10.1. Shift In Interests Towards Online And Physical Sportsbook Betting
10.2. Gamblers Will Return To Casinos Post COVID-19
10.3. Online Gambling Is the Most Popular Gambling Behavior
10.4. Mobile Devices Have Become the Most Popular Gambling Medium
10.5. Betting Over Legal Sportsbooks Is The Most Popular Gambling Behavior
10.6. Casinos Are Considering Adopting Skill-Based Games To Attract New Gamers
10.7. Most Social Gamblers Have Not Faced Issues From Their Gambling Activity
10.8. Australians Are Concerned About Over Exposure To Gambling Advertisements
10.9. The National Lottery Draws Are The Most Popular Gambling Activity
10.10. Rise In Gambling Activity Among Singapore Residents
10.11. Americans Believe That Sports Gambling Is Moral, But Illegal
10.12. Increased Funding For Problem Gambling Services In The United States
11. Gambling Market Trends And Strategies
11.1. Adoption Of Augmented and Virtual Reality In Casinos
11.2. Increase In Gambling Legislations
11.3. Live Casinos
11.4. Hybrid Games
11.5. Security In Online Gambling
11.6. Cryptocurrency In Gambling
11.7. Large-Format Slot Machines
11.8. Sports Betting Bots
11.9. Mobile Gambling
11.10. Online Casinos
11.11. Offshore Sports Betting
11.12. Big Data Analytics in Sports Betting
11.13. Branded Slots
11.14. Slots On Smart Watches
12. Gambling Market Opportunity Assessment, PESTEL Analysis
12.1. Political
12.1.1. Favorable Tourism Policies
12.1.2. Political Changes
12.1.3. Government Policies
12.1.4. Tax Laws
12.2. Economic
12.2.1. Disposable Incomes
12.2.2. Interest Rates
12.3. Social
12.3.1. Changing Demographics
12.4. Technological
12.4.1. Technological Advances
12.5. Environmental
12.5.1. Extreme Weather Conditions
12.6. Legal
12.6.1. Legality Of Gambling
13. Gambling Market Regulatory Landscape
14. Emergence of Augmented Reality and Virtual Reality in Gambling
14.1. Augmented Reality (AR)
14.2. Virtual Reality (VR)
15. Illegal Gambling Market
16. Gambling Competitions
16.1. World Series Of Poker
16.2. DraftKings Championship Series
16.3. World Casino Championship
17. Impact Of COVID-19 On The Gambling Market
17.1. Introduction
17.2. Closure of Land Casinos
17.3. Shift Towards Online Gambling
17.4. Impact On Companies
17.5. Future Outlook
Companies Mentioned
- China Welfare Lottery
- The Hong Kong Jockey Club
- MGM Resorts International
- Crown Resorts
- Caesars Entertainment Corporation
- Las Vegas Sands Corporation
- Melco International Development Ltd.
- Genting Group
- Wynn Resorts Ltd.
- Galaxy Entertainment Group Limited
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gross gaming revenue
Groupe Partouche Publishes its Consolidated Turnover for the First Quarter of Fiscal Year 2026
Groupe Partouche has published its consolidated turnover for the 1st quarter of fiscal year 2026 (November 2025 to January 2026).
The Gross Gaming Revenue (GGR) totalled €189.0M at 2026 1st quarter compared to €182.9M a year earlier, up by +3.4%.
In France, the 1st quarter 2026 GGR increased by +2.2 % to €166.4M compared to €162.8M a year earlier, driven by all forms of gaming: +0.5 % for slot machines, +3.1 % for non-electronic table games and +11.8 % for electronic forms of gaming.
Abroad, the GGR is up +12.3 % compared to the 2025 1st quarter, at €22.6M, compared to €20.1M in N-1. The GGR of Swiss online games continues to grow reaching €8.1M (+23.6% over one year).
At a constant scope of consolidation, excluding the acquisition of Casino Partouche Cannes 50 Croisette that took place on 28th February 2025 together with the opening of Casino Cotonou (Benin) on 28th January 2025, GGR increased by 1.1 % at €185.0M (compared to €182.9M in 1st quarter 2025).
In total, after levies, Net Gaming Revenue (NGR) increases by +3.2 % to €105.5M in 1st quarter of 2026 (compared to €102.2M in Q1 2025).
The 1st quarter 2026 turnover reached a satisfactory increase of + 3.5 % over the year, reaching €130.8M compared to €126.4M a year earlier. This includes casinos turnover for €122.1M (+3.8 %), hotels for €6.4M (-1.4 %) and other activities for €2.3M (+1.7 %).
Furthermore, the city of Berck-sur-Mer has taken possession of the casino building, in the context of ongoing asset-protection litigation.
At the Annual General Meeting to approve the financial accounts for 2025 fiscal year, to be held on Wednesday 25th March at 10:00 a.m., shareholders will be able to vote on the distribution of a dividend of 12,033,793 € (i.e. €1.25 per share). Said dividend will be paid no later than 31st July 2026.
The post Groupe Partouche Publishes its Consolidated Turnover for the First Quarter of Fiscal Year 2026 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
CULT.
Pragmatic Play Earns a Spot in Cult’s Inner Circle
Pragmatic Play, a top content provider for the iGaming sector, has launched CULT., allowing players to discover winnings of up to 10,000x via potent multiplier wilds.
Loyal adherents congregate around their wise leader on the 5×4 grid, where aligning five symbols on a payline can yield base game victories of up to 20x, and multiplier wilds reaching 100x can enhance winnings.
Obtaining 3-5 all-seeing eye scatter symbols activates the bonus game, granting an initial 10-20 free spins. In this feature, multiplier wilds that help create winning combinations are accumulated into a total multiplier, enhancing all following wins that involve a multiplier wild.
In certain markets, unique wagers allow players to personalize their gaming experience, with a 5x Ante Bet enhancing the chances of triggering free spins and a 10x Super Spin ensuring a multiplier wild on each spin.
Two bonus purchases offer instant access to either Free Spins or Super Free Spins, with the latter enhancing the probability of landing a multiplier wild on each spin.
CULT. indicates a fresh thematic shift for Pragmatic Play’s premium collection, succeeding the recent launch of the mining-themed slot Rolling in Treasures and the arcade game Spire+.
Sharon McHugh, Director of Public Relations at Pragmatic Play, said: “There is a growing appetite for more unconventional themes in iGaming. CULT. leans into that trend with a bold theme and exciting gameplay, delivering special bets, multiplier wilds, and 10,000x win potential for the initiated.”
The post Pragmatic Play Earns a Spot in Cult’s Inner Circle appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
BETBY
BETBY Expands E-Sim Portfolio with Three Industry-First Titles: eHockey, eMMA and eTeqball
Tier 1 sportsbook supplier BETBY has expanded its proprietary esports feed, Betby.Games, with the launch of three industry-first e-sim titles: eHockey, eMMA and eTeqball. The new releases further strengthen BETBY’s high-frequency betting content portfolio, introducing new sports verticals while continuing to deliver fast-paced, always-on content designed to maximise engagement for operators and players worldwide.
Each of the new titles debuts as a first-of-its-kind esports simulation in the betting industry, reinforcing BETBY’s reputation as a pioneer in developing original betting content.
eHockey launches with four tournaments representing the NHL’s divisions: Atlantic, Metropolitan, Central, and Pacific. Each match follows a format of three periods lasting three minutes each, delivering uninterrupted action with no stoppages. Designed to replicate the intensity of real hockey, the title offers 15+ betting markets and is expected to generate over 11,000 matches per month, ensuring a constant flow of high-frequency betting opportunities. Arriving just ahead of the Stanley Cup playoffs next month, the new title allows hockey fans to stay immersed in the sport 24/7, extending engagement beyond real-world fixtures.
eMMA introduces a fast-paced combat sports experience featuring two tournaments: UFC Legends and UFC Women Legends, where some of the sport’s most iconic fighters face off in simulated matchups. By bringing together well-known names from MMA history, the title creates an instantly familiar environment for fans and bettors alike. The format focuses on quick fights, with each matchup consisting of a single round lasting around one to two minutes on average. Events begin every five minutes, ensuring continuous action throughout the day. Betting markets focus on the fight winner, creating a simple yet highly engaging wagering experience. Combined, the two tournaments are expected to deliver around 15,000 events per month.
Completing the trio is eTeqball, which introduces a brand-new sport to the Betby.Games portfolio. Combining elements of football and table tennis, the rapidly growing discipline brings a unique dynamic to esports simulations. The title launches with the TQX Cup Hungary – Double Mixed tournament, generating around 1800 matches per month. Each match consists of two games played up to 12 points, with over 20 betting markets available.
Kirill Nekrasov, Head of Innovation & R&D at BETBY, said: “Creating original content has always been at the core of the Betby.Games vision. With Hockey, MMA, and Teqball, we’re introducing three industry-first titles that further diversify our portfolio and bring new experiences to esports betting. Each of these games offers fast gameplay, clear betting mechanics, and a constant stream of events, helping operators keep players engaged 24/7.”
The post BETBY Expands E-Sim Portfolio with Three Industry-First Titles: eHockey, eMMA and eTeqball appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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