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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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Eskil Raknes Casino & Betting Expert at Kongebonus
Kongebonus Awards 2025 now open for voting
Reading Time: 2 minutes
Kongebonus, Norways largest expert led iGaming community for everything related to casino and betting in Norway, has opened the voting for the fourth consecutive Kongebonus Awards, recognising the studios and titles shaping the next wave of online casino entertainment.
The programme celebrates creativity, innovation and excellence, with nominees and winners decided by a blend of votes from real players across Norway and scores from an expert jury, ensuring balanced, credible recognition. As the only iGaming awards originating from Norway, the Kongebonus Awards also signal trends felt across Europe and the wider community.
Recognising skill across modern game development – from graphics and sound design to inventive gameplay mechanics – the 2025 categories include:
- Beste Spillutvikler – Best Game Provider
- Mest innovative Spillutvikler – Most Innovative Game Provider
- Beste Bonus Buy Slot – Best Bonus Buy Slot
- Hall of Fame – Både vår egen, i tillegg til lesernes favoritt – Hall of Fame –Kongebonus and the readers’ favourite
- Rising Star Spillutvikler – Rising Star Game Provider
- Beste nye slot – Best New Slot
- Beste Oppfølger Slot – Best Sequel Slot
Building on last year’s momentum, where Hacksaw Gaming was named Best Game Provider and Print Studios took Best New Slot for Dreadworks, the 2025 Awards once again spotlight both established leaders and rising studios.
Eskil Raknes, Casino & Betting Expert at Kongebonus, said: “Each year, the Kongebonus Awards highlight the ideas and craftsmanship that move our industry forward. For many developers, a Kongebonus Award is more than a trophy, it’s a respected mark of recognition that raises a studio’s profile and opens doors across the industry.What makes these awards meaningful is the combination of votes from real players in Norway and expert jury review: players tell us what resonates, and our jury validates quality and innovation. We look forward to receiving your votes and celebrating the standout achievements of 2025.”
Voting is now live at https://www.kongebonus.com/awards/2025-prisutdeling where readers can learn more and cast their votes.
The post Kongebonus Awards 2025 now open for voting appeared first on European Gaming Industry News.
BETBY
BETBY EXPANDS E-SIM PORTFOLIO WITH TWO INDUSTRY-FIRST TITLES: eTABLE TENNIS and eFOOTVOLLEY
Reading Time: 2 minutes
BETBY, the leading sportsbook supplier, has expanded its proprietary esports feed, Betby.Games, with the launch of two brand-new e-sim titles: eTable Tennis and eFootVolley. Both releases mark a major milestone in BETBY’s commitment to delivering fair, authentic, and localised esports content that enhances 24/7 engagement for operators and players worldwide.
Representing a world-first for the industry, the eTableTennis title, entitled TTX CUP, introduces a completely new vertical to esports betting, with an authentic, fully fair, and transparent experience. The game features realistic physics, true-to-life gameplay, and zero-second betting delay, offering instant bet placement for one of the fastest-paced sports.
Each match follows the classic table tennis format of five sets to 11 points, with over 20 betting markets and high betting limits comparable to elite-level competitions such as the Champions League. Launched initially with two tournaments, TTX CUP delivers more than 1,500 matches per month, running 24/7 with no streaming delay, ensuring full transparency and player trust.
Aligned with the WTT Finals Hong Kong, one of the sport’s premier real-world events, the release allows operators to engage users during off-hours through a seamless, always-on e-sim.
BETBY’s second new title, eFootVolley, further strengthens its “go-local” approach by focusing on Brazil’s fast-growing futevôlei scene, one of the country’s most culturally resonant sports. The game replicates the official Liga Nacional de Futevôlei, following a five-set format (up to 11 points) and an average match duration of around 20 minutes, with 20+ available betting markets.
Launching in sync with the final stage of the real-world Liga Nacional de Futevôlei, eFootVolley provides an ultra-localised, 24/7 betting experience, reflecting BETBY’s strategy of blending authenticity with constant engagement. Following the success of eVaquejada, this release reinforces the company’s dedication to creating content that speaks directly to local audiences and their sporting passions.
Kirill Nekrasov, Head of Sportsbook Product at BETBY, commented: “With TTX CUP and eFootVolley, we’re breaking new ground in esports simulations. TTX CUP sets a new benchmark for integrity and realism in table tennis betting, while eFootVolley demonstrates our ongoing commitment to localised, culturally relevant content. Both titles reflect the Betby.Games vision to provide operators with high-frequency, fair, and engaging titles.”
The Betby.Games portfolio now features 25 proprietary titles, covering 80+ tournaments and over 400,000 monthly matches across multiple sports.
The post BETBY EXPANDS E-SIM PORTFOLIO WITH TWO INDUSTRY-FIRST TITLES: eTABLE TENNIS and eFOOTVOLLEY appeared first on European Gaming Industry News.
Carl Gatt Baldacchino Head of Account Management SlotMatrix
SlotMatrix crowns the reels with Gold Pigger 2 Royal Snouts release
Reading Time: < 1 minute
The post SlotMatrix crowns the reels with Gold Pigger 2 Royal Snouts release appeared first on European Gaming Industry News.
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