Global and United States eSports Betting Software Market Report & Forecast 2024-2034
Published on: 2024-01-04 | No of Pages : 400 | Industry : Software
Publisher : MRA | Format : PDF
Global and United States eSports Betting Software Market Report & Forecast 2024-2034
Market Analysis and InsightsGlobal and United States eSports Betting Software Market
This report focuses on global and United States eSports Betting Software market, also covers the segmentation data of other regions in regional level and county level.
The global eSports Betting Software revenue was US$ 523.9 million in 2023 and is forecast to a readjusted size of US$ 1709.1 million by 2033 with a CAGR of 18.5% during the review period (2023-2033).
Global key players of eSports Betting Software include Entain, Kindred Group, Bet365, 888 Holdings, Betfred, etc. The top five players hold a share about 40%. Europe is the largest market, has a share about 45%, followed by North America and Southeast Asia, both have market share about 15%. In terms of product type, league of legends are the largest segment, with a share over 50%. In terms of player age, eSports Betting Software is mainly used by players between 26 and 30 years old, occupying for the market share of over 40%, followed by players between 18 and 25 years old.
Global eSports Betting Software Scope and Market Size
eSports Betting Software market is segmented in regional and country level, by players, by Game Type and by Player Age. Companies, stakeholders, and other participants in the global eSports Betting Software market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Game Type and by Player Age for the period 2018-2033.
For United States market, this report focuses on the eSports Betting Software market size by players, by Game Type and by Player Age, for the period 2018-2033. The key players include the global and local players, which play important roles in United States.
Entain
888 Holdings
Kindred Group
Betsson AB
Betway
Pinnacle
Bet365
Bet-at-home.com
Betfred
BetWinner
Betvictor
GG.BET
Buff.bet
EveryGame
Betcris
Thunderpick
Rivalry
Segment by Game Type
League of Legends
Dota 2
CSGO
Others
Segment by Player Age
Ages 18-25
Ages 26-30
Ages 31 and Above
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter 1Introduces eSports Betting Software definition, global market size, United States market size, United States percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by game type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by player age, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of eSports Betting Software companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of eSports Betting Software in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by game type, by player age and by country revenue for each segment.
Chapter 7EMEA by game type, by player age and by region, revenue for each segment.
Chapter 8China by game type, by player age revenue for each segment.
Chapter 9APAC (excluding China) by game type, by player age and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, eSports Betting Software revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions
This report focuses on global and United States eSports Betting Software market, also covers the segmentation data of other regions in regional level and county level.
The global eSports Betting Software revenue was US$ 523.9 million in 2023 and is forecast to a readjusted size of US$ 1709.1 million by 2033 with a CAGR of 18.5% during the review period (2023-2033).
Global key players of eSports Betting Software include Entain, Kindred Group, Bet365, 888 Holdings, Betfred, etc. The top five players hold a share about 40%. Europe is the largest market, has a share about 45%, followed by North America and Southeast Asia, both have market share about 15%. In terms of product type, league of legends are the largest segment, with a share over 50%. In terms of player age, eSports Betting Software is mainly used by players between 26 and 30 years old, occupying for the market share of over 40%, followed by players between 18 and 25 years old.
Global eSports Betting Software Scope and Market Size
eSports Betting Software market is segmented in regional and country level, by players, by Game Type and by Player Age. Companies, stakeholders, and other participants in the global eSports Betting Software market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Game Type and by Player Age for the period 2018-2033.
For United States market, this report focuses on the eSports Betting Software market size by players, by Game Type and by Player Age, for the period 2018-2033. The key players include the global and local players, which play important roles in United States.
By Company
Entain
888 Holdings
Kindred Group
Betsson AB
Betway
Pinnacle
Bet365
Bet-at-home.com
Betfred
BetWinner
Betvictor
GG.BET
Buff.bet
EveryGame
Betcris
Thunderpick
Rivalry
Segment by Game Type
League of Legends
Dota 2
CSGO
Others
Segment by Player Age
Ages 18-25
Ages 26-30
Ages 31 and Above
By Region
Americas
United States
Canada
Mexico
Brazil
China
APAC (excluding China)
Japan
South Korea
China Taiwan
ASEAN
India
EMEA
Europe
Middle East
Africa
Chapter Introduction
Chapter 1Introduces eSports Betting Software definition, global market size, United States market size, United States percentage in global market. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 2Provides the analysis of various market segments by game type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 3Provides the analysis of various market segments by player age, covering the revenue and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 4Detailed analysis of eSports Betting Software companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger and acquisition information, etc.
Chapter 5Revenue of eSports Betting Software in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 6Americas by game type, by player age and by country revenue for each segment.
Chapter 7EMEA by game type, by player age and by region, revenue for each segment.
Chapter 8China by game type, by player age revenue for each segment.
Chapter 9APAC (excluding China) by game type, by player age and by region, revenue for each segment.
Chapter 10Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, eSports Betting Software revenue, gross margin and recent development, etc.
Chapter 11Analyst's Viewpoints/Conclusions