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Skill Gaming Market Size, Share & Segmentation By Genre (Card-Based, Puzzle Games, Tile-Based, Board-Based, Word or Number-Based, Dice-Based, Others), Skill Type (Physical, Mental), Gaming Platform (Desktop, Mobile, Console, Virtual Reality (VR), Augmented Reality (AR)), Revenue Model (Entry Fees, Subscription Fees, In-Game Purchases, Advertising, Other Revenue Models), Region | Global Forecast 2025-2032

Date: August 2025 Report Code: SNS/ICT/8121 Page 320

Skill Gaming Market Report Scope & Overview:

The Skill Gaming Market was valued at USD 40.16 billion in 2024 and is expected to reach USD 105.10 billion by 2032, growing at a CAGR of 12.90% from 2025-2032. 

The growth of the Skill Gaming Market is driven by increasing smartphone penetration, rising internet accessibility, and growing interest in competitive and reward-based gaming. Millennials and Gen Z are actively engaging in skill-based games that offer real money or prizes, fueling demand. The integration of advanced technologies like AI, AR/VR, and blockchain enhances user experience, fairness, and transparency. Additionally, regulatory clarity in several regions and the emergence of eSports culture contribute to widespread adoption. Monetization models such as entry fees, in-game purchases, and advertising are also boosting revenue potential, attracting investors and developers to expand offerings and scale operations.

  • As per the American Gaming Association (AGA), of the 38 U.S. jurisdictions permitting regulated gaming, 28 reported record-breaking revenue in 2024, including newly regulated states like North Carolina and Vermont.

  • Skillz Inc. (USA), a leading skill-based gaming platform, reported managing over 2 billion tournament entries for 30 million mobile players globally, distributing more than $60 million in monthly prizes across its platform.

The U.S. Skill Gaming Market was valued at USD 9.89 billion in 2024 and is expected to reach USD 25.43 billion by 2032, growing at a CAGR of 12.53% from 2025-2032. 

The U.S. Skill Gaming Market is growing due to increasing demand for interactive entertainment, the rise of mobile gaming, and growing acceptance of real-money skill-based competitions. Favorable legal frameworks in several states support market expansion, while technological advancements enhance gameplay and user engagement. The popularity of eSports, streaming platforms, and monetization models like entry fees and in-game rewards further contribute to the market’s robust growth trajectory.

Market Dynamics

Drivers

  • Rising smartphone penetration and internet connectivity is making skill-based gaming widely accessible to younger, mobile-first global audiences.

The rapid increase in smartphone usage and improved internet access across developing and developed regions is significantly fueling the adoption of skill-based gaming platforms. Mobile-first consumers, especially millennials and Gen Z, are actively engaging with gaming apps that offer competitive, skill-oriented experiences. This shift is allowing platforms to monetize through in-app purchases, ads, and entry fees. As the digital infrastructure matures further, rural and underpenetrated regions are becoming lucrative new markets. The growing ease of access, low-cost data, and affordable smartphones are expanding the user base for skill gaming exponentially.

Restraints

  • Ambiguity in legal and regulatory frameworks continues to hinder growth and investor confidence in skill gaming markets globally.

The lack of standardized and transparent legal definitions distinguishing skill-based gaming from gambling poses significant operational and reputational risks. Countries have inconsistent rules, with some banning real-money gaming outright, while others impose stringent licensing norms. This regulatory fragmentation deters foreign investment, creates compliance burdens, and restricts platform scalability across borders. Uncertainty over taxation, jurisdiction, and player protection laws further complicates expansion. These unresolved legal gray areas increase the risk of sudden platform shutdowns, user attrition, or legal penalties, thereby slowing overall growth momentum and innovation in the global skill gaming industry.

Opportunities

  • Integration of emerging technologies like blockchain, AI, and AR is transforming gameplay mechanics and transparency in skill gaming.

Next-generation technologies are opening up new frontiers in the skill gaming experience. Blockchain is enabling transparent prize pools and fraud-proof gameplay, building user trust in outcomes. Artificial Intelligence is personalizing gameplay, optimizing matchmaking, and detecting cheating in real time. Augmented Reality (AR) is making games more immersive, blending physical and digital environments. These innovations not only enhance user engagement but also differentiate platforms in a competitive market. Additionally, tech integration supports cross-device compatibility, driving higher usage. As consumer expectations rise, companies leveraging these technologies can capture a tech-forward audience and improve monetization.

Challenges

  • Cybersecurity threats and data privacy risks are undermining trust and operational continuity in real-money skill gaming platforms.

With sensitive user data and financial transactions at stake, skill gaming platforms are prime targets for hacking, fraud, and data breaches. Players' concerns over identity theft, rigged outcomes, or wallet tampering can damage trust and cause attrition. Furthermore, inadequate data encryption or compliance failures with privacy laws like GDPR or India’s DPDP Act expose platforms to heavy penalties. Cyber incidents not only result in financial loss but also tarnish brand reputation and invite regulatory scrutiny. Ensuring 24/7 cybersecurity, anti-fraud systems, and regulatory compliance has become a critical but challenging necessity for platforms operating at scale.

Segment Analysis

By Skill Type

Physical segment dominated the Skill Gaming Market with the highest revenue share of about 77% in 2024 due to the widespread popularity of real-money skill games involving physical reflexes and motor coordination, such as e-sports, shooting games, and action-based arcade formats. These games attract a massive user base driven by competitive dynamics, fast-paced gameplay, and audience appeal through streaming platforms, making them highly monetizable and engaging across multiple age groups.

Mental segment is expected to grow at the fastest CAGR of about 15.43% from 2025–2032 owing to increasing demand for brain-training games, trivia, and logic-based challenges among students, professionals, and older adults. Rising awareness about cognitive fitness, stress relief through mental gaming, and the growing integration of AI for personalized mental exercises are fueling adoption. Mental skill games also see strong uptake in educational and gamified learning contexts.

By Genre

Card-Based segment dominated the Skill Gaming Market with the highest revenue share of about 31% in 2024 because of the enduring popularity of traditional and digital card games like poker, rummy, and blackjack that combine strategy, probability, and user skill. These games are deeply embedded in user behavior, offer legal clarity in several regions, and facilitate real-money competition, attracting high repeat engagement and generating stable, high-value revenue streams for platforms.

Puzzle Games segment is expected to grow at the fastest CAGR of about 14.87% from 2025–2032 due to rising interest in mobile-friendly, low-bandwidth, and solo-play gaming experiences that engage users intellectually. The appeal of short, repeatable game sessions makes puzzle formats ideal for casual gamers. Enhanced personalization, mental stimulation, and the ease of in-app monetization through hints or level-unlocks are driving rapid adoption in diverse demographic segments.

By Gaming Platform

Desktop segment dominated the Skill Gaming Market with the highest revenue share of about 43% in 2024 due to the platform's superior graphics capabilities, processing power, and longstanding dominance in e-sports, card games, and PC-based competitive gaming. Desktop environments allow for more immersive gameplay, stable connectivity, and better user controls, making them the preferred choice for serious gamers and high-stakes tournaments, thereby attracting higher revenues and longer session durations.

Virtual Reality (VR) segment is expected to grow at the fastest CAGR of about 17.78% from 2025–2032 owing to increasing affordability and adoption of VR headsets, along with rising consumer demand for immersive, lifelike gaming experiences. VR skill games offer unique engagement through motion tracking, 3D environments, and realistic interaction, appealing to tech-savvy users and creating premium monetization avenues for developers experimenting with next-generation gameplay.

By Revenue Model

Entry Fees segment dominated the Skill Gaming Market with the highest revenue share of about 36% in 2024 due to the direct monetization model that rewards users for participation and incentivizes regular gameplay. This model ensures platform liquidity and sustainability by enabling prize pools and competitive matchmaking. Entry fee-based tournaments also appeal to users confident in their skills, driving high repeat engagement and forming a core revenue stream for skill gaming platforms.

In-Game Purchases segment is expected to grow at the fastest CAGR of about 14.57% from 2025–2032 because of the shift toward freemium gaming models where users pay to enhance gameplay. Microtransactions for power-ups, cosmetic upgrades, hints, and level unlocks are becoming popular, especially among casual gamers. Platforms are increasingly optimizing purchase mechanics through gamification, behavioral analytics, and dynamic pricing, making in-game purchases a rapidly growing revenue channel in the skill gaming space.

Regional Analysis

North America dominated the Skill Gaming Market with the highest revenue share of about 35% in 2024 due to mature digital infrastructure, high smartphone penetration, and strong consumer spending on real-money gaming. Favorable regulatory frameworks in the U.S. for skill-based formats, coupled with the popularity of e-sports and online card games, have attracted major investments and consistent player engagement, making the region the leading contributor to global market revenues.

The United States is dominating the skill gaming market in North America due to high user engagement, strong digital infrastructure, and favorable regulatory clarity.

Asia Pacific is expected to grow at the fastest CAGR of about 14.77% from 2025–2032 driven by a massive, youthful population, growing internet connectivity, and rapid smartphone adoption across emerging economies. Increasing interest in mobile gaming, local-language content, and culturally adapted skill-based formats are expanding user bases. Governments are gradually easing restrictions, and regional developers are innovating rapidly, positioning Asia Pacific as the most dynamic and scalable market in the global skill gaming ecosystem.

China is dominating the Asia Pacific skill gaming market due to its massive user base, advanced mobile ecosystem, and strong demand for competitive gaming experiences.

Europe holds a strong position in the Skill Gaming Market due to increasing internet penetration, rising smartphone usage, and favorable regulatory support. The region shows high engagement in online competitions, real-money gaming, and skill-based formats across diverse age groups.

The United Kingdom is dominating the European skill gaming market due to strong online gaming culture, mature regulations, and high consumer spending on digital entertainment.

Middle East & Africa and Latin America are emerging markets in the Skill Gaming space, driven by growing mobile penetration, young tech-savvy populations, and rising interest in competitive gaming. Economic development and digital access are expanding regional gaming participation.

Key Players

Skillz, DraftKings, FanDuel, Zynga (Take-Two Interactive), Supercell, Tencent Games, Scopely, Dream11, Mobile Premier League (MPL), WorldWinner (GSN Cash Games), Bet365, GameDuell, WinZO Games, Gameloft, King (part of Activision Blizzard), Riot Games, Square Enix, Valve Corporation, Sega, Netmarble.

Recent Developments:

  • 2025: Skillz unveiled its Web SDK (v2025.0.37) enabling browser‑based play via Skillz.com without downloads, expanding reach to web users

  • 2025: FanDuel Casino, part of Flutter, launched “Calling All Thrillionaires,” a new creative marketing platform spotlighting its Jackpot experiences across TV, digital, and retail channels.

Skill Gaming Market Report Scope:

Report Attributes Details
Market Size in 2024 USD 40.16 Billion 
Market Size by 2032 USD 105.10 Billion 
CAGR CAGR of 12.90% From 2025 to 2032
Base Year 2024
Forecast Period 2025-2032
Historical Data 2021-2023
Report Scope & Coverage Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Genre (Card-Based, Puzzle Games, Tile-Based, Board-Based, Word or Number-Based, Dice-Based, Others)
• By Skill Type (Physical, Mental)
• By Gaming Platform (Desktop, Mobile, Console, Virtual Reality (VR), Augmented Reality (AR))
• By Revenue Model (Entry Fees, Subscription Fees, In-Game Purchases, Advertising, Other Revenue Models)
Regional Analysis/Coverage North America (US, Canada), Europe (Germany, UK, France, Italy, Spain, Russia, Poland, Rest of Europe), Asia Pacific (China, India, Japan, South Korea, Australia, ASEAN Countries, Rest of Asia Pacific), Middle East & Africa (UAE, Saudi Arabia, Qatar, South Africa, Rest of Middle East & Africa), Latin America (Brazil, Argentina, Mexico, Colombia, Rest of Latin America).
Company Profiles Skillz, DraftKings, FanDuel, Zynga (Take-Two Interactive), Supercell, Tencent Games, Scopely, Dream11, Mobile Premier League (MPL), WorldWinner (GSN Cash Games), Bet365, GameDuell, WinZO Games, Gameloft, King (part of Activision Blizzard), Riot Games, Square Enix, Valve Corporation, Sega, Netmarble

Frequently Asked Questions

Ans: The Skill Gaming Market is expected to grow at a CAGR of 12.90% from 2025 to 2032, driven by technology and user engagement.

Ans: In 2024, the Skill Gaming Market was valued at USD 40.16 billion, reflecting strong demand for competitive, reward-based digital gaming experiences.

Ans: Increasing smartphone penetration, fast internet access, and the rising popularity of competitive, real-money gaming among Gen Z and millennials are major growth drivers.

Ans: The Physical segment dominated the market with a 77% revenue share in 2024, due to demand for reflex-driven and action-based gaming experiences.

Ans: North America led the Skill Gaming Market in 2024 with a 35% revenue share, supported by mature infrastructure and favorable regulatory conditions.

Table Of Contents

1. Introduction

1.1 Market Definition & Scope

 1.2 Research Assumptions & Abbreviations

 1.3 Research Methodology

2. Executive Summary

2.1 Market Snapshot

 2.2 Market Absolute $ Opportunity Assessment & Y-o-Y Analysis, 2021–2032

 2.3 Market Size & Forecast, By Segmentation, 2021–2032

  2.3.1 Market Size By Genre

  2.3.2 Market Size By Skill Type

  2.3.3 Market Size By Gaming Platform

  2.3.4 Market Size By Revenue Model

 2.4 Market Share & Bps Analysis By Region, 2024

 2.5 Industry Growth Scenarios – Conservative, Likely & Optimistic

 2.6 Industry CxO’s Perspective

3. Market Overview

3.1 Market Dynamics

  3.1.1 Drivers

  3.1.2 Restraints

  3.1.3 Opportunities

  3.1.4 Key Market Trends

 3.2 Industry PESTLE Analysis

 3.3 Key Industry Forces (Porter’s) Impacting Market Growth

 3.4 Industry Supply Chain Analysis

  3.4.1 Raw Material Suppliers

  3.4.2 Manufacturers

  3.4.3 Distributors/Suppliers

  3.4.4 Customers/End-Users

 3.5 Industry Life Cycle Assessment

 3.6 Parent Market Overview

 3.7 Market Risk Assessment

4. Statistical Insights & Trends Reporting

4.1 User & Engagement Metrics

4.1.1 Total Number of Active Skill Gamers Globally (in millions)
4.1.2 Average Daily Time Spent per User on Skill Gaming Apps (minutes)
4.1.3 Retention Rates at Day 1, Day 7, and Day 30 (%)
4.1.4 Monthly Active Users (MAUs) and Daily Active Users (DAUs) Growth Trends
4.1.5 Share of Multiplayer vs. Single Player Skill Games (%)

4.2 Revenue & Monetization Insights

4.2.1 Average Revenue Per User (ARPU) by Platform (Mobile/Desktop)
4.2.2 Share of Revenue from Entry Fees vs. In-App Purchases (%)
4.2.3 Prize Pool Distribution in Major Tournaments (USD)
4.2.4 Average Transaction Size per User (USD)
4.2.5 Conversion Rate from Free to Paid Players (%)

4.3 Technology & Infrastructure Metrics

4.3.1 Adoption Rate of Blockchain or Token-Based Reward Systems (%)
4.3.2 Share of Skill Games Using AI-Based Matching & Ranking Systems
4.3.3 Average Server Latency for Real-Time Multiplayer Games (ms)
4.3.4 Mobile App Performance Benchmarks (Crash Rate, Load Time, etc.)
4.3.5 Share of Games with Cross-Platform Functionality

4.4 Investment & Funding Overview

4.4.1 Total VC/PE Investment in Skill Gaming Startups (USD Million, 2020–2025)
4.4.2 Number of M&A Deals Involving Skill Gaming Platforms
4.4.3 Share of Investment by Segment (Card, Puzzle, Trivia, etc.)
4.4.4 Top 5 Funding Rounds by Value (USD Million)
4.4.5 Growth Rate of Investment in Real-Money Skill Gaming Platforms

5. Skill Gaming Market Segmental Analysis & Forecast, By Genre, 2021 – 2032, Value (USD Billion)

5.1 Introduction

 5.2 Card-Based

  5.2.1 Key Trends

  5.2.2 Market Size & Forecast, 2021 – 2032

 5.3 Puzzle Games

  5.3.1 Key Trends

  5.3.2 Market Size & Forecast, 2021 – 2032

 5.4 Tile-Based

  5.4.1 Key Trends

  5.4.2 Market Size & Forecast, 2021 – 2032

 5.5 Board-Based

  5.5.1 Key Trends

  5.5.2 Market Size & Forecast, 2021 – 2032

 5.6 Word or Number-Based

  5.6.1 Key Trends

  5.6.2 Market Size & Forecast, 2021 – 2032

 5.7 Dice-Based

  5.7.1 Key Trends

  5.7.2 Market Size & Forecast, 2021 – 2032

 5.8 Others

  5.8.1 Key Trends

  5.8.2 Market Size & Forecast, 2021 – 2032

6. Skill Gaming Market Segmental Analysis & Forecast, By Skill Type, 2021 – 2032, Value (USD Billion)

    6.1 Introduction

 6.2 Physical

  6.2.1 Key Trends

  6.2.2 Market Size & Forecast, 2021 – 2032

 6.3 Mental

  6.3.1 Key Trends

  6.3.2 Market Size & Forecast, 2021 – 2032

7. Skill Gaming Market Segmental Analysis & Forecast, By Gaming Platform, 2021 – 2032, Value (USD Billion)

    7.1 Introduction

 7.2 Desktop

  7.2.1 Key Trends

  7.2.2 Market Size & Forecast, 2021 – 2032

 7.3 Mobile

  7.3.1 Key Trends

  7.3.2 Market Size & Forecast, 2021 – 2032

 7.4 Console

  7.4.1 Key Trends

  7.4.2 Market Size & Forecast, 2021 – 2032

 7.5 Virtual Reality (VR)

  7.5.1 Key Trends

  7.5.2 Market Size & Forecast, 2021 – 2032

 7.6 Augmented Reality (AR)

  7.6.1 Key Trends

  7.6.2 Market Size & Forecast, 2021 – 2032

8. Skill Gaming Market Segmental Analysis & Forecast, By Revenue Model, 2021 – 2032, Value (USD Billion)

    8.1 Introduction

 8.2 Entry Fees

  8.2.1 Key Trends

  8.2.2 Market Size & Forecast, 2021 – 2032

 8.3 Subscription Fees

  8.3.1 Key Trends

  8.3.2 Market Size & Forecast, 2021 – 2032

 8.4 In-Game Purchases

  8.4.1 Key Trends

  8.4.2 Market Size & Forecast, 2021 – 2032

 8.5 Advertising

  8.5.1 Key Trends

  8.5.2 Market Size & Forecast, 2021 – 2032

 8.6 Other Revenue Models

  8.6.1 Key Trends

  8.6.2 Market Size & Forecast, 2021 – 2032

9. Skill Gaming Market Segmental Analysis & Forecast By Region, 2021 – 2025, Value (USD Billion)

9.1 Introduction

9.2 North America

 9.2.1 Key Trends

 9.2.2 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

 9.2.3 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

 9.2.4 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

 9.2.5 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

 9.2.6 Skill Gaming Market Size & Forecast, By Country, 2021 – 2032

  9.2.6.1 USA

   9.2.6.1.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.2.6.1.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.2.6.1.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.2.6.1.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.2.6.2 Canada

   9.2.6.2.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.2.6.2.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.2.6.2.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.2.6.2.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

9.3 Europe

 9.3.1 Key Trends

 9.3.2 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

 9.3.3 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

 9.3.4 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

 9.3.5 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

 9.3.6 Skill Gaming Market Size & Forecast, By Country, 2021 – 2032

  9.3.6.1 Germany

   9.3.6.1.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.1.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.1.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.1.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.2 UK

   9.3.6.2.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.2.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.2.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.2.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.3 France

   9.3.6.3.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.3.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.3.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.3.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.4 Italy

   9.3.6.4.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.4.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.4.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.4.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.5 Spain

   9.3.6.5.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.5.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.5.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.5.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.6 Russia

   9.3.6.6.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.6.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.6.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.6.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.7 Poland

   9.3.6.7.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.7.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.7.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.7.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.3.6.8 Rest of Europe

   9.3.6.8.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.3.6.8.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.3.6.8.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.3.6.8.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032   

9.4 Asia-Pacific

 9.4.1 Key Trends

 9.4.2 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

 9.4.3 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

 9.4.4 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

 9.4.5 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

 9.4.6 Skill Gaming Market Size & Forecast, By Country, 2021 – 2032

  9.4.6.1 China

   9.4.6.1.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.1.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.1.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.1.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.2 India

   9.4.6.2.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.2.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.2.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.2.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.3 Japan

   9.4.6.3.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.3.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.3.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.3.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.4 South Korea

   9.4.6.4.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.4.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.4.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.4.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.5 Australia

   9.4.6.5.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.5.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.5.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.5.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.6 ASEAN Countries

   9.4.6.6.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.6.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.6.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.6.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.4.6.7 Rest of Asia-Pacific

   9.4.6.7.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.4.6.7.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.4.6.7.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.4.6.7.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

9.5 Latin America

 9.5.1 Key Trends

 9.5.2 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

 9.5.3 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

 9.5.4 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

 9.5.5 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

 9.5.6 Skill Gaming Market Size & Forecast, By Country, 2021 – 2032

  9.5.6.1 Brazil

   9.5.6.1.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.5.6.1.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.5.6.1.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.5.6.1.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.5.6.2 Argentina

   9.5.6.2.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.5.6.2.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.5.6.2.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.5.6.2.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.5.6.3 Mexico

   9.5.6.3.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.5.6.3.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.5.6.3.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.5.6.3.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.5.6.4 Colombia

   9.5.6.4.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.5.6.4.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.5.6.4.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.5.6.4.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.5.6.5 Rest of Latin America

   9.5.6.5.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.5.6.5.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.5.6.5.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.5.6.5.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

9.6 Middle East & Africa

 9.6.1 Key Trends

 9.6.2 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

 9.6.3 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

 9.6.4 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

 9.6.5 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

 9.6.6 Skill Gaming Market Size & Forecast, By Country, 2021 – 2032

  9.6.6.1 UAE

   9.6.6.1.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.1.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.1.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.1.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.6.6.2 Saudi Arabia

   9.6.6.2.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.2.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.2.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.2.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.6.6.3 Qatar

   9.6.6.3.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.3.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.3.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.3.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.6.6.4 Egypt

   9.6.6.4.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.4.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.4.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.4.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.6.6.5 South Africa

   9.6.6.5.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.5.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.5.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.5.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

  9.6.6.6 Rest of Middle East & Africa

   9.6.6.6.1 Skill Gaming Market Size & Forecast, By Genre, 2021 – 2032

   9.6.6.6.2 Skill Gaming Market Size & Forecast, By Skill Type, 2021 – 2032

   9.6.6.6.3 Skill Gaming Market Size & Forecast, By Gaming Platform, 2021 – 2032

   9.6.6.6.4 Skill Gaming Market Size & Forecast, By Revenue Model, 2021 – 2032

10. Competitive Landscape

 10.1 Key Players' Positioning

 10.2 Competitive Developments

  10.2.1 Key Strategies Adopted (%), By Key Players, 2024

  10.2.2 Year-Wise Strategies & Development, 2021 – 2025

  10.2.3 Number Of Strategies Adopted By Key Players, 2024

 10.3 Market Share Analysis, 2024

 10.4 Product/Service & Application Benchmarking

  10.4.1 Product/Service Specifications & Features By Key Players

  10.4.2 Product/Service Heatmap By Key Players

  10.4.3 Application Heatmap By Key Players

 10.5 Industry Start-Up & Innovation Landscape

 10.6 Key Company Profiles

10.6 Key Company Profiles

10.6.1 Skillz 

  10.6.1.1 Company Overview & Snapshot 

  10.6.1.2 Product/Service Portfolio 

  10.6.1.3 Key Company Financials 

  10.6.1.4 SWOT Analysis 

10.6.2 DraftKings 

  10.6.2.1 Company Overview & Snapshot 

  10.6.2.2 Product/Service Portfolio 

  10.6.2.3 Key Company Financials 

  10.6.2.4 SWOT Analysis 

10.6.3 FanDuel 

  10.6.3.1 Company Overview & Snapshot 

  10.6.3.2 Product/Service Portfolio 

  10.6.3.3 Key Company Financials 

  10.6.3.4 SWOT Analysis 

10.6.4 Zynga (Take-Two Interactive) 

  10.6.4.1 Company Overview & Snapshot 

  10.6.4.2 Product/Service Portfolio 

  10.6.4.3 Key Company Financials 

  10.6.4.4 SWOT Analysis 

10.6.5 Supercell 

  10.6.5.1 Company Overview & Snapshot 

  10.6.5.2 Product/Service Portfolio 

  10.6.5.3 Key Company Financials 

  10.6.5.4 SWOT Analysis 

10.6.6 Tencent Games 

  10.6.6.1 Company Overview & Snapshot 

  10.6.6.2 Product/Service Portfolio 

  10.6.6.3 Key Company Financials 

  10.6.6.4 SWOT Analysis 

10.6.7 Scopely 

  10.6.7.1 Company Overview & Snapshot 

  10.6.7.2 Product/Service Portfolio 

  10.6.7.3 Key Company Financials 

  10.6.7.4 SWOT Analysis 

10.6.8 Dream11 

  10.6.8.1 Company Overview & Snapshot 

  10.6.8.2 Product/Service Portfolio 

  10.6.8.3 Key Company Financials 

  10.6.8.4 SWOT Analysis 

10.6.9 Mobile Premier League (MPL) 

  10.6.9.1 Company Overview & Snapshot 

  10.6.9.2 Product/Service Portfolio 

  10.6.9.3 Key Company Financials 

  10.6.9.4 SWOT Analysis 

10.6.10 WorldWinner (GSN Cash Games) 

  10.6.10.1 Company Overview & Snapshot 

  10.6.10.2 Product/Service Portfolio 

  10.6.10.3 Key Company Financials 

  10.6.10.4 SWOT Analysis 

10.6.11 Bet365 

  10.6.11.1 Company Overview & Snapshot 

  10.6.11.2 Product/Service Portfolio 

  10.6.11.3 Key Company Financials 

  10.6.11.4 SWOT Analysis 

10.6.12 GameDuell 

  10.6.12.1 Company Overview & Snapshot 

  10.6.12.2 Product/Service Portfolio 

  10.6.12.3 Key Company Financials 

  10.6.12.4 SWOT Analysis 

10.6.13 WinZO Games 

  10.6.13.1 Company Overview & Snapshot 

  10.6.13.2 Product/Service Portfolio 

  10.6.13.3 Key Company Financials 

  10.6.13.4 SWOT Analysis 

10.6.14 Gameloft 

  10.6.14.1 Company Overview & Snapshot 

  10.6.14.2 Product/Service Portfolio 

  10.6.14.3 Key Company Financials 

  10.6.14.4 SWOT Analysis 

10.6.15 King (part of Activision Blizzard) 

  10.6.15.1 Company Overview & Snapshot 

  10.6.15.2 Product/Service Portfolio 

  10.6.15.3 Key Company Financials 

  10.6.15.4 SWOT Analysis 

10.6.16 Riot Games 

  10.6.16.1 Company Overview & Snapshot 

  10.6.16.2 Product/Service Portfolio 

  10.6.16.3 Key Company Financials 

  10.6.16.4 SWOT Analysis 

10.6.17 Square Enix 

  10.6.17.1 Company Overview & Snapshot 

  10.6.17.2 Product/Service Portfolio 

  10.6.17.3 Key Company Financials 

  10.6.17.4 SWOT Analysis 

10.6.18 Valve Corporation 

  10.6.18.1 Company Overview & Snapshot 

  10.6.18.2 Product/Service Portfolio 

  10.6.18.3 Key Company Financials 

  10.6.18.4 SWOT Analysis 

10.6.19 Sega 

  10.6.19.1 Company Overview & Snapshot 

  10.6.19.2 Product/Service Portfolio 

  10.6.19.3 Key Company Financials 

  10.6.19.4 SWOT Analysis 

10.6.20 Netmarble 

  10.6.20.1 Company Overview & Snapshot 

  10.6.20.2 Product/Service Portfolio 

  10.6.20.3 Key Company Financials 

  10.6.20.4 SWOT Analysis

11. Analyst Recommendations

 11.1 SNS Insider Opportunity Map

 11.2 Industry Low-Hanging Fruit Assessment

 11.3 Market Entry & Growth Strategy

 11.4 Analyst Viewpoint & Suggestions On Market Growth

12. Assumptions

13. Disclaimer

14. Appendix

 14.1 List Of Tables

 14.2 List Of Figures

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

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This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.

Key Segments: 

By Genre

    • Card-Based

    • Puzzle Games

    • Tile-Based

    • Board-Based

    • Word or Number-Based

    • Dice-Based

    • Others

By Skill Type

    • Physical

    • Mental

By Gaming Platform

    • Desktop

    • Mobile

    • Console

    • Virtual Reality (VR)

    • Augmented Reality (AR)

By Revenue Model

    • Entry Fees

    • Subscription Fees

    • In-Game Purchases

    • Advertising

    • Other Revenue Models


Request for Segment Customization as per your Business Requirement: Segment Customization Request

Regional Coverage: 

North America

  • US

  • Canada

Europe

  • Germany

  • France

  • UK

  • Italy

  • Spain

  • Poland

  • Russia

  • Rest of Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Australia

  • ASEAN Countries

  • Rest of Asia Pacific

Middle East & Africa

  • UAE

  • Saudi Arabia

  • Qatar

  • South Africa

  • Rest of Middle East & Africa

Latin America

  • Brazil

  • Argentina

  • Mexico

  • Colombia

  • Rest of Latin America

Request for Country Level Research Report: Country Level Customization Request

Available Customization 

With the given market data, SNS Insider offers customization as per the company’s specific needs. The following customization options are available for the report: 

  • Detailed Volume Analysis 

  • Criss-Cross segment analysis (e.g. Product X Application) 

  • Competitive Product Benchmarking 

  • Geographic Analysis 

  • Additional countries in any of the regions 

  • Customized Data Representation 

  • Detailed analysis and profiling of additional market players

Explore Key Insights.


  • Analyzes market trends, forecasts, and regional dynamics
  • Covers core offerings, innovations, and industry use cases
  • Profiles major players, value chains, and strategic developments
  • Highlights innovation trends, regulatory impacts, and growth opportunities
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