Global Skill Gaming Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Skill Gaming Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Skill Gaming in which the outcome of the game is determined by the player's physical skill (like fast reaction or dexterity) or mental skill (logic abilities, strategic thinking, trivia knowledge), rather than pure chance. Some commonly played games of skill include: collectible card games, contract bridge, backgammon and so on.

Market Overview:

The latest research study on the global Skill Gaming market finds that the global Skill Gaming market reached a value of USD 13677.37 million in 2022. It’s expected that the market will achieve USD 32301.68 million by 2028, exhibiting a CAGR of 15.4% during the forecast period.The epidemic has affected the skill game industry, and the supply of upstream equipment and materials is difficult to arrive in time. For companies in the industry, due to the virus infection and epidemic prevention and control isolation policies, labor shortages have caused labor costs to rise. At the same time, as people spend more time at home, the physical and social restrictions imposed by the lockdown have prompted more people than ever to spend their leisure time on computers, game consoles and mobile phones. Skill play has the potential to relieve stress, combat loneliness, cope with trauma, and improve well-being. Companies in the skill game industry are actively expanding the online game market, such as by launching e-sports games on mobile apps, or cooperating with video game manufacturers. The epidemic has also brought new opportunities to the skill game industry.

1 Drivers

1.1 Booming game industry drives skill games market.1.2 Popularity of the Internet and mobile devices drives the development of the game of skill industry.The popularity of the Internet and mobile devices has allowed more people to easily access skill games. Game developers and operators have also increased game research and development and investment, and are committed to providing unique products by using advanced technologies such as VR, AR, and artificial intelligence.

2 Restraints and Challenges

2.1 Strict industry regulationDue to the addiction and extensive social influence of games, government departments in various regions attach great importance to the development of the game industry, and put the protection of minors and anti-addiction work as the top priority. Games of skill are subject to legal restrictions and government supervision in the game industry. Extensive and ever-changing regulatory constraints may change according to political and social norms, and companies in the industry have high compliance costs.2.2 Industry competition is becoming increasingly fierceDue to the limited entertainment time and consumption ability of players, the rise of emerging entertainment methods such as streaming media, short videos, and e-commerce has squeezed the time players spend on skill games.

3 Opportunities

3.1 New forms such as cloud games and GameFi bring new opportunities for skill gamesAt present, the combination of skill game technology and advanced technologies such as 5G, artificial intelligence, cloud computing, and block chaining will produce new forms of skill games and bring new developments to the industry.

Region Overview:

Europe was the largest revenue market with a market share of 44.03% in 2017 and 42.23% in 2022, a decrease of 1.80%. In 2022, United States market share was 24.24%, ranking second.

Company Overview

Flutter Entertainment plc

Flutter is a global sports betting, gaming and entertainment provider for over 18 million customers worldwide and the parent company of leading global consumer brands such as FanDuel, Sky Betting & Gaming, Paddy Power, PokerStars, Betfair, Sportsbet, Tombola, TVG, Junglee Games and Adjarabet.

Bet365

Bet365, one of the world's leading online gambling companies, is a driving force in the development of enterprise and Internet technology.

Entain plc

Entain plc, formerly GVC Holdings, is an international sports betting and gambling company. It is listed on the London Stock Exchange and is a constituent of the FTSE 100 Index. It owns brands such as bwin, Coral, Ladbrokes, PartyPoker, and Sportingbet.GVC Holdings PLC is a multinational sports betting and gaming group, which operates some of the leading brands in the gaming sector including bwin, Sportingbet, partypoker and Foxy Bingo. The Group also provides online gaming services to a limited number of third party operators.The industry concentrate rate is not high. The market share of the top three companies in 2021 was 39.10%. The top three companies are Flutter Entertainment plc, Bet365 and Entain plc, with the revenue market share of 20.97%, 10.95% and 7.18% in 2021.

Segmentation Overview:

Card and Board Games A card game is any game using playing cards as the primary device with which the game is played, be they traditional or game-specific.Board games are tabletop games that typically use pieces. These pieces are moved or placed on a pre-marked board (playing surface)

Fantasy sports

A fantasy sport is a game, often played using the Internet, where participants assemble imaginary or virtual teams composed of proxies of real players of a professional sport. These teams compete based on the statistical performance of those players in actual games. This performance is converted into points that are compiled and totaled according to a roster selected by each fantasy team's manager. These point systems can be simple enough to be manually calculated by a league commissioner who coordinates and manages the overall league, or points can be compiled and calculated using computers tracking actual results of the professional sport. In fantasy sports, as in real sports team owners draft, trade, and cut (drop) players.

Dice Games

Dice games are games that use or incorporate one or more dice as their sole or central component, usually as a random device.

Domino/tile Games

Dominoes is a family of tile-based games played with gaming pieces, commonly known as dominoes. Each domino is a rectangular tile, usually with a line dividing its face into two square ends. Each end is marked with a number of spots (also called pips or dots) or is blank.

Arcade Games

An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, Pinball machines, electro-mechanical games, redemption games or merchandisers.

Puzzle Games

Puzzles are games of skill for money that require concentration, patience, and speed. There are some competitions where the players solve riddles, puzzles, nonograms, crosswords, sudoku, and more brain games of all kinds, but the most popular form are the gambling-themed and casino puzzles.Among different product types, Card and Board Games segment is anticipated to contribute the largest market share in 2027.

Application Overview:

Games of skill can be divided into men and women according to the different groups involved.By application, the Man segment occupied the biggest share from 2017 to 2022.

Key Companies in the global Skill Gaming market covered in Chapter 3:

Dream11Betproduct LTDDouble CoconutGameDuellGAN - GameAccount Network9stacksSkillzCreatioSoft SolutionsChallenger InteractiveWinZO GamesArkadium, Inc.Game TACOFlutter Entertainment plc Bet365Mobile Premier LeagueGames24x7Entain plcDraftKingsAviaGames888 Holdings PlcPlayers' Lounge

In Chapter 4 and Chapter 14.2, on the basis of types, the Skill Gaming market from 2018 to 2029 is primarily split into:

Card and Board GamesFantasy sportsDice GamesDomino/tile GamesArcade GamesPuzzle GamesOthers

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Skill Gaming market from 2018 to 2029 covers:

ManWoman

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)Latin America (Brazil, Mexico, Argentina)Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Skill Gaming Market Segmented by Type
Chapter 5 Global Skill Gaming Market Segmented by Downstream Industry
Chapter 6 Skill Gaming Industry Chain Analysis
Chapter 7 The Development and Dynamics of Skill Gaming Market
Chapter 8 Global Skill Gaming Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Skill Gaming Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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