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Global Gambling Market Opportunities and Strategies Report 2022-2030: Shift In Interests Towards Online And Physical Sportsbook Betting

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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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Compliance Updates

MGA Representative Appointed Co-Chair of GREF InfoStat Working Group

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Erika Spiteri Bailey, the Senior Executive of Business Intelligence & Data Analytics at the Malta Gaming Authority (MGA), has been officially appointed as the Co-Chair of the InfoStat Working Group within the Gambling Regulators European Forum (GREF).

Erika Spiteri Bailey will serve in this role alongside Anssi Airas, representing the National Police Board of Finland.

GREF is a forum for European gaming regulators, facilitating the exchange of views and the development of approaches to common regulatory challenges. Within this framework, the InfoStat Working Group provides a platform for regulators to collaborate and exchange insights on the use of data in support of effective policy development and decision‑making across jurisdictions.

In her role as Co-Chair, Erika Spiteri Bailey will contribute to shaping the group’s work programme and fostering cooperation among members, with a focus on strengthening data‑driven regulatory approaches.

The post MGA Representative Appointed Co-Chair of GREF InfoStat Working Group appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Chris Thornton

GamCare Appoints Chris Thornton as its New Director of Operations

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GamCare has announced the appointment of Chris Thornton as its new Director of Operations, with overall responsibility for the delivery and performance of GamCare’s national and regional services, including the National Gambling Helpline. Chris joins the Executive Leadership Team at a pivotal time for the gambling support sector.

Chris brings extensive senior leadership experience spanning the NHS, voluntary sector and health commissioning. He joins GamCare from the British Red Cross, where as Director for the North of England and Isle of Man he led multi-disciplinary health and care operations, managing around 100 staff and £3m in annual income from NHS and local authority commissioned services, delivering measurable reductions in emergency department attendance, hospital readmissions and reliance on formal social care.

Chris has built and led services at scale throughout his career. At Primary Care Sheffield he led city-wide clinical services and co-led successful bids worth £22m. At St John Ambulance he created the East Midlands region and grew its charitable output by 365% while reducing costs by 61%. He is a Chartered Companion of the Chartered Management Institute and served for eight years on the Nursing and Midwifery Council’s Fitness to Practise Committee.

Chris Thornton, incoming Director of Operations at GamCare, said: “I’m thrilled to join GamCare at such an important moment for the organisation and for everyone working to reduce gambling harms across the UK. GamCare operates at national scale, running the UK’s only round-the-clock specialist support service for gambling harms, combining the National Gambling Helpline, live chat, online communities and self-guided tools with thousands of structured treatment sessions and prevention and education programmes reaching tens of thousands of people each year.

“That combination of specialist expertise, integrated delivery and frontline impact is rare in any sector, and is shaping how effective support for gambling harms is understood and delivered. I’m looking forward to building on those foundations and to playing my part in ensuring GamCare’s services continue to meet growing demand as the sector evolves.”

Victoria Corbishley, CEO of GamCare, said: “I’m delighted to welcome Chris to GamCare and to the Executive Leadership Team. He brings exactly the combination of strategic and operational leadership that reflects how we work, significant experience of leading complex health and community services at scale, a strong track record of evidencing impact, and a deep commitment to reaching people who are often underserved. I look forward to working closely with him as we continue to deliver and develop our national services.”

The post GamCare Appoints Chris Thornton as its New Director of Operations appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Christer Fahlstedt

Paf Passes Half a Billion Euros for the Benefit of Society

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Paf increased both its revenue and profit during 2025. At the same time, the company has passed a historic milestone – more than half a billion euros has now been distributed for the benefit of society since its foundation in 1966.

The Paf Group’s revenue increased to 214.5 million euro in 2025, compared to 191.7 million euro the previous year, an increase of 12%. The Group’s profit also increased, from 54.3 million to 57.2 million euro.

“The profit improved by five percent, which means that Paf delivered the strongest result in the company’s history. Our figures are positive across all our markets and our physical operations increased revenue by three percent,” said Christer Fahlstedt, CEO of Paf.

During the past year, the number of active customers also increased by 12%, contributing to the positive development.

The annual distribution of Paf funds amounts to 55.5 million euro. This major distribution means that Paf passes half a billion euros in distributed Paf funds. Since Paf was founded in 1966, a total of 527.9 million euro has been distributed for the benefit of society.

“Contributing more than 500 million euro to building a stronger society in Åland is a new milestone in Paf’s 60-year history. Paf has made a remarkable journey from offering local gaming experiences in Åland in the 1960s to introducing gaming onboard ferries during the latter part of the 20th century. With the development of digital gaming since the early 2000s, Paf is today an established operator in several markets across Europe,” said Jan-Mikael von Schantz, Chairman of the Board at Paf.

“It is the result of long-term and successful work carried out with great expertise by Paf’s management and employees,” he added.

Paf funds are used for various projects and organisations that benefit society, including social activities, culture, youth work, sports, environmental initiatives and more.

“We do not take the measures we introduce lightly, it requires a great deal from all of us at Paf when we implement responsible gaming measures that other operators in the industry do not have. At the same time, we are proud to stand by what we believe is the right and responsible way forward,” said Christer Fahlstedt.

In 2025, Paf chose to lower the loss limit to 16,000 euro for all customers and to 6000 euro for young people aged 20–24. This year in February 2026, the general mandatory loss limit was further reduced to 15,000 euro. The latest reduction means that Paf has now halved the original loss limit that was first introduced in 2018.

The post Paf Passes Half a Billion Euros for the Benefit of Society appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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