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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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Nolimit City takes you on an outing to the Carnival in Munchies
Nolimit City is serving up a twisted carnival treat in Munchies. Step into the fair grounds as Nolimit’s latest Labs game released following the release of Outsourced: Slash Game. As a Labs title, expect a fresh and experimental spin on the classic Nolimit style. In the heart of the carnival tents lies a curious attraction: Fluffers—a cute, cuddly, but oh-so-smelly creature that’s causing quite the commotion among visitors. Some may say it’s the attraction of the year!
In Munchies, you get up close and personal to Fluffers, who hides a screen in it’s belly. The reel displays one symbol per spin, which can either be a multiplier or a blank. With xBet™ choose between playing with 2 or 4 reels and introducing Linked Wins to the mix. In the case of a multiplier higher than the subsequent reel, its value will be transferred to the subsequent reel. When a Bonus Symbol lands with multiple active reels, they also transform to the subsequent reel rewarding up to 40 Free Spins! God Mode is also an attraction at the carnival.
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Munchies is a one of a kind slot with a new mechanic that will make you scratch your head in excitement with Linked Wins and a maximum payout of 10,000x the base bet with 1 Reel, 20,000x the base bet with 2 Reels and 40,000x with 4 Reels. Munchies, unlike Nolimit City’s high-volatility slots, is rated as ‘High Volatility’ so be careful because Fluffers doesn’t discriminate when it comes to it’s food!
Per Lindheimer, Head of Product at Nolimit City, said: “Fluffers is a deceptively cute little monster with one thing on his mind: MUNCH! Munchies is unlike anything we’ve dished out before—equal parts quirky and daring. The Linked Wins mechanic allows players to play the way they want, especially on 4 reels, where things get downright crazy. Just don’t get too attached to Fluffers… he’s got a big appetite!“
The post Nolimit City takes you on an outing to the Carnival in Munchies appeared first on European Gaming Industry News.
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BOS presents initiative against money laundering
Money laundering is a threat in all sectors of society where money is present, including the gambling sector. The Swedish Trade Association for Online Gambling (BOS) is therefore today presenting two initiatives related to money laundering.
Firstly, BOS presents an AML (Anti Money Laundering) checklist with bullet points that BOS recommends that online gambling companies on the Swedish gambling market follow. The purpose is to reach the highest possible standard in the work against money laundering, in regards to authorities and society in general.
Secondly, BOS presents in collaboration with the consulting agency Advisense a report on money laundering and the Swedish online gambling market. The report is based on interviews with BOS member companies and contains concrete proposals for improved AML work in the gambling sector, for gambling companies as well as banks and authorities. For example, with inspiration taken from the banking sector, the establishment of a Swedish Anti-Money Laundering Intelligence Task Force between the gambling industry and the Financial Police is proposed.
“Today we take this comprehensive approach to the problem of money laundering. The purpose is to make visible how the work against money laundering in the gambling industry can be improved. We present our report and checklist completely openly, so that even a gambling company that is not a member of BOS can use the material, if they so wish. We all win from that.”, says Gustaf Hoffstedt, Secretary General, The Swedish Trade Association for Online Gambling.
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Compliance Updates
Veikkaus Fined €2.9M for Advertising to Minors
In May 2024, Finnish Operator Veikkaus received a request for clarification from the Police Board about its advertising in connection with television programmes that are also watched by minors. The company responded to the clarification request and adjusted its operations in cooperation with the authority. As a result, Veikkaus’ advertising will no longer appear in certain programme environments.
Veikkaus has received a marketing ban from the Police Board dated 12 November 2024 enhanced by a fine. It refers to the clarification request from May and highlights the wrongly placed advertisement that happened in July as a violation. In addition to this, it brings out new perspectives on the placement of advertisements in connection with television programmes. They have now included new programmes aimed at adults, but may also be of interest to minors. Examples include popular Saturday night entertainment programmes.
“It seems that the Police Board may interpret the matter in a new and broader way. We have been in contact with the Police Board as soon as the decision was made and we are going through this issue with them. We need clarity so that we know how to act correctly,” Anu Kytö, sales and marketing director at Veikkaus, said.
“We are very sorry that, despite our joint development measures, our advertising has been seen in the advertising breaks of programs aimed at minors due to human error,” Kytö added.
Veikkaus’ advertising is bought in such a way that the target group is people aged 25 and over. The media office books and the television channel places the ads based on viewer profiles. The instructions have been reviewed together with the Police Board.
“Veikkaus has been buying TV advertising from us for years, with an age distribution set for the purchase: more than 70% of the program’s viewers must be adults. This is a jointly agreed model that has been valid for years and is known to the authorities. Now we are waiting for possible new instructions,” MTV’s commercial director Sauli Asikainen said.
The ban is valid for three months and its validity begins 30 days after notification. The Police Board imposed a fine of 2.9 million euros as an effect of the marketing ban.
The post Veikkaus Fined €2.9M for Advertising to Minors appeared first on European Gaming Industry News.
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