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.
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.
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 regulation
Due 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 fierce
Due 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 games
At 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.
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.
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.
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.
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.
The report covers a research time span from 2018 to 2029; combines extensive quantitative analysis and exhaustive qualitative analysis; presents not only an overview of the global Skill Gaming market in metrics of sales, revenue, growth rate, but also a deeper dive into the segmented market by region, product type and downstream industry, showing the readers a clear and distinct picture of how the market is distributed from different perspectives.
For competitive landscape, prominent players with considerable market shares are comprehensively analyzed in this report. With information regarding the concentration ratio and detailed data reflecting the market performance of each player shared, the readers can acquire a holistic view of the competitive situation and a better understanding of their competitors.
As the COVID-19 takes over the world, we are continuously tracking the changes in the markets. We analyzed the impact of the pandemic in detail, along with other key factors, such as macro-economy, regional conflicts, industry related news and policies. Meanwhile, market investment scenario, technology status and developments, supply chain challenges, among other essential research elements are all covered.
Research Scope
This report provides an overview of the global Skill Gaming market and analyzes the segmented market by product type, downstream industry, and region, presenting data points such as sales, revenue, growth rate, explaining the current status and future trends of the Skill Gaming and its sub-markets in an intuitive way.
Key Companies in the global Skill Gaming market covered in Chapter 3:
Games24x7
Skillz
GameDuell
Bet365
9stacks
GAN - GameAccount Network
Challenger Interactive
Dream11
Arkadium, Inc.
DraftKings
888 Holdings Plc
Flutter Entertainment plc
Double Coconut
Game TACO
WinZO Games
Entain plc
AviaGames
CreatioSoft Solutions
Betproduct LTD
Mobile Premier League
Players' 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 Games
Fantasy sports
Dice Games
Domino/tile Games
Arcade Games
Puzzle Games
Others
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Skill Gaming market from 2018 to 2029 covers:
Man
Woman
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)
Key Factors Considered
COVID-19
Amid the COVID-19 crisis, the Skill Gaming market has definitely taken a hit. The report describes the market scenario during and post the pandemic in the vision of upstream raw materials, major market participants, downstream major customers, etc. Other aspects, such as changes in consumer behavior, demand, transport capacity, trade flow under COVID-19, have also been taken into consideration during the process of the research.
Regional Conflict / Russia-Ukraine War
The report also presents the impact of regional conflict on this market in an effort to aid the readers to understand how the market has been adversely influenced and how it’s going to evolve in the years to come.
Challenges & Opportunities
Factors that may help create opportunities and boost profits for market players, as well as challenges that may restrain or even pose a threat to the development of the players, are revealed in the report, which can shed a light on strategic decisions and implementation.
Chapter Outline
Chapter 1 starts the report with a brief overview of the research scope, as well as the definitions of the target market and the subdivisions.
Chapter 2 integrates and sketches the research findings and conclusions in a clear and explicit way.
Chapter 3 presents the competitive landscape by displaying the sales, revenue, and market shares of the top players. It also profiles the major market participants with their business introductions, sales, price, revenue, gross, growth rates, etc.
Chapter 4 breaks down the market by different product types and shares data correspondingly with the aim of helping the readers know how the market is distributed by type.
Chapter 5 segments the market by downstream industry, with data covers sales, revenue, and growth rate tracing back to 2018.
Chapter 6 is the analysis of the whole market industrial chain, ranging from upstream raw materials to downstream customers, with regional conflicts taken into consideration.
Chapter 7 elaborates on market dynamics. Factors that drive, challenge, or restrain the market are all listed, together with industry news, opportunities, impacts of COVID-19, and SWOT analysis.
Chapter 8 shows the breakdown data at the regional level, which enables the readers to picture the regional competitive pattern of the market and learn about the revenue, sales, and market share of all the major regions.
Chapter 9-13 focus on each and every of the major region, specifically, North America, Europe, Asia Pacific, Latin America, Middle East & Africa. Sales, price, revenue, gross, gross margin, among others, will be all be presented.
Chapter 14 forecasts the future trend of the market not only as a whole but also from the perspective of all segments.
2022
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.
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 regulation
Due 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 fierce
Due 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 games
At 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.
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.
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.
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.
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.
The report covers a research time span from 2018 to 2029; combines extensive quantitative analysis and exhaustive qualitative analysis; presents not only an overview of the global Skill Gaming market in metrics of sales, revenue, growth rate, but also a deeper dive into the segmented market by region, product type and downstream industry, showing the readers a clear and distinct picture of how the market is distributed from different perspectives.
For competitive landscape, prominent players with considerable market shares are comprehensively analyzed in this report. With information regarding the concentration ratio and detailed data reflecting the market performance of each player shared, the readers can acquire a holistic view of the competitive situation and a better understanding of their competitors.
As the COVID-19 takes over the world, we are continuously tracking the changes in the markets. We analyzed the impact of the pandemic in detail, along with other key factors, such as macro-economy, regional conflicts, industry related news and policies. Meanwhile, market investment scenario, technology status and developments, supply chain challenges, among other essential research elements are all covered.
Research Scope
This report provides an overview of the global Skill Gaming market and analyzes the segmented market by product type, downstream industry, and region, presenting data points such as sales, revenue, growth rate, explaining the current status and future trends of the Skill Gaming and its sub-markets in an intuitive way.
Key Companies in the global Skill Gaming market covered in Chapter 3:
Games24x7
Skillz
GameDuell
Bet365
9stacks
GAN - GameAccount Network
Challenger Interactive
Dream11
Arkadium, Inc.
DraftKings
888 Holdings Plc
Flutter Entertainment plc
Double Coconut
Game TACO
WinZO Games
Entain plc
AviaGames
CreatioSoft Solutions
Betproduct LTD
Mobile Premier League
Players' 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 Games
Fantasy sports
Dice Games
Domino/tile Games
Arcade Games
Puzzle Games
Others
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Skill Gaming market from 2018 to 2029 covers:
Man
Woman
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)
Key Factors Considered
COVID-19
Amid the COVID-19 crisis, the Skill Gaming market has definitely taken a hit. The report describes the market scenario during and post the pandemic in the vision of upstream raw materials, major market participants, downstream major customers, etc. Other aspects, such as changes in consumer behavior, demand, transport capacity, trade flow under COVID-19, have also been taken into consideration during the process of the research.
Regional Conflict / Russia-Ukraine War
The report also presents the impact of regional conflict on this market in an effort to aid the readers to understand how the market has been adversely influenced and how it’s going to evolve in the years to come.
Challenges & Opportunities
Factors that may help create opportunities and boost profits for market players, as well as challenges that may restrain or even pose a threat to the development of the players, are revealed in the report, which can shed a light on strategic decisions and implementation.
Chapter Outline
Chapter 1 starts the report with a brief overview of the research scope, as well as the definitions of the target market and the subdivisions.
Chapter 2 integrates and sketches the research findings and conclusions in a clear and explicit way.
Chapter 3 presents the competitive landscape by displaying the sales, revenue, and market shares of the top players. It also profiles the major market participants with their business introductions, sales, price, revenue, gross, growth rates, etc.
Chapter 4 breaks down the market by different product types and shares data correspondingly with the aim of helping the readers know how the market is distributed by type.
Chapter 5 segments the market by downstream industry, with data covers sales, revenue, and growth rate tracing back to 2018.
Chapter 6 is the analysis of the whole market industrial chain, ranging from upstream raw materials to downstream customers, with regional conflicts taken into consideration.
Chapter 7 elaborates on market dynamics. Factors that drive, challenge, or restrain the market are all listed, together with industry news, opportunities, impacts of COVID-19, and SWOT analysis.
Chapter 8 shows the breakdown data at the regional level, which enables the readers to picture the regional competitive pattern of the market and learn about the revenue, sales, and market share of all the major regions.
Chapter 9-13 focus on each and every of the major region, specifically, North America, Europe, Asia Pacific, Latin America, Middle East & Africa. Sales, price, revenue, gross, gross margin, among others, will be all be presented.
Chapter 14 forecasts the future trend of the market not only as a whole but also from the perspective of all segments.
Years considered for this report:
Historical Years:
2018-2022Base Year:
2022Estimated Year:
2023Forecast Period:
2023-2029Frequently Asked Questions
This market study covers the global and regional market with an
in-depth analysis of the
overall growth prospects...
- By product type
- By End User/Applications
- By Technology
- By Region
The report provides a detailed evaluation of the market by
highlighting information on
different aspects including drivers, restraints...
Pre-order Enquiry
Download Free Sample








