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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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BOYLE Sports signs Mark Goldbridge for World Cup watchalong series
BOYLE Sports has agreed a World Cup content partnership with football creator Mark Goldbridge, covering the tournament from 11 June to 19 July.
The operator said the deal includes 32 branded watchalongs across Goldbridge’s football channels, including The United Stand and That’s Football. The schedule covers every England World Cup fixture, Scotland’s group-stage matches, and selected other games, starting with the tournament opener between Mexico and South Africa.
Alongside the live watchalongs, Goldbridge will produce preview content for England’s group games and a “Game Changers” social series highlighting five players ahead of each round. BOYLE Sports said product integrations will run throughout the campaign.
BOYLE Sports said the partnership follows a prior campaign during the Premier League season and was supported by media agency Miroma Founders Network. The operator also pointed to the recent appointment of Olivia Buzaglo as its football ambassador as part of its summer football content plans.
Commenting on the partnership, Gill Blake-Swift, Director of Brand at BOYLE Sports, said: “Mark Goldbridge represents everything we stand for as a brand – passion for sport, confidence in your opinions and a deep connection with fans. His ability to engage audiences in an authentic, entertaining way makes him the perfect partner for this summer’s World Cup as we continue to build our digital presence and bring fans closer to the moments that matter.”
Mark Goldbridge added: “The World Cup is the biggest stage in football and I’m delighted to be partnering with BOYLE Sports across the tournament. The watchalongs are all about bringing fans into the emotion of the game in real time, and this partnership enable us to do that across some of the biggest fixtures of the summer. From England games to the standout matches across the tournament, we’ll be giving fans reaction, opinion, debate and plenty of moments to get involved in.”
The post BOYLE Sports signs Mark Goldbridge for World Cup watchalong series appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Conferences
Xsolla joins Gamesforum Hamburg 2026 with D2C commerce keynote and panel
Xsolla will take part in Gamesforum Hamburg 2026 on June 9–10 at NORD EVENT Panoramadeck in Hamburg, Germany, with Jane Startseva, Vice President of Business Development, EMEA, scheduled for a keynote and a panel focused on direct-to-consumer (D2C) web shops and measurement.
On June 9 at 10:00 AM, Startseva is set to join Adam Smart, Global Director of Product – Gaming at AppsFlyer, for a 30-minute keynote titled “Web Shops and Attribution: Closing the Revenue Gap.” The session will focus on how developers track revenue performance for web shops and how attribution impacts user acquisition targets and growth planning, according to the company.
Later that day at 4:30 PM, Startseva will appear on a panel titled “The Belonging Economy: How Mobile Games Build Value Through Player Relationships” alongside Oliver Lindahl, Strategist & Behavioural Scientist at Sagely, and Pedro Alvin, Marketing Lead at Supercell. Xsolla said the discussion will cover player messaging, store optimization, new monetization opportunities, and trust in out-of-game purchase experiences.
“Being an Exclusive Global Partner of the Gamesforum series reflects how seriously Xsolla takes the European games market and the developers building here,” said Berkley Egenes, Chief Marketing and Growth Officer at Xsolla. “The shift to direct-to-consumer commerce is one of the most important things happening in this industry. Showing up at events like Hamburg, with partners like AppsFlyer, is how we help the industry move the conversation forward and build D2C businesses on a foundation video game studios and developers can actually measure.”
The post Xsolla joins Gamesforum Hamburg 2026 with D2C commerce keynote and panel appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Casino Content
Spinmatic launches Elemental Fusion Deluxe with instant Plinko bonus triggers
Spinmatic has launched Elemental Fusion Deluxe, a new slot built around instant access to its Plinko mechanic from the base game, the supplier said. The title was announced on 9 June 2026 from Malta.
Elemental Fusion Deluxe runs on a 5×3 layout with 25 fixed paylines. Spinmatic lists the game as medium-high volatility with a 96.04% RTP and 39.49% hit frequency.
The game’s feature set includes Gold Wilds, which can appear on any reel and substitute for standard symbols (excluding the Special Plinko Symbol and the Special Element Elixir Symbols). Spinmatic also says base gameplay uses “Instant Elixir Multipliers” linked to Fire, Earth, Water, Air, and Galaxy symbols.
Instead of an accumulator-style collection mechanic, the Plinko Feature Trigger activates when three dedicated trigger symbols land on reels 1, 3, and 5, launching a random Plinko bonus. Spinmatic says the Plinko bonus is split into four elemental modes after a selection wheel sets a starting pool of 10 to 100 balls: Water Plinko (low volatility, Mini Jackpot), Air Plinko (medium volatility, Midi Jackpot), Earth Plinko (high volatility, Maxi Jackpot), and Fire Plinko (very high volatility, Grand Jackpot), played on a 16-row pyramid.
The company framed the release around reducing time-to-feature: “In a market where a split-second delay can lose a player, the quality of your content delivery determines your bottom line.”
The post Spinmatic launches Elemental Fusion Deluxe with instant Plinko bonus triggers appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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