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Online Gambling Market Continues to Surge, Rising Demand for Online Casino Fuels the Industry Expansion, the Market to Worth $213.58 Billion by 2028 - Arizton
The online gambling market has experienced a boost in prospects worldwide, as consumer spending sentiments have increased following the economic recession of 2008-2009 and the Eurozone debt crisis of 2011-2012. As a result, these games have become popular leisure products among the public, leading to significant growth in Europe , North America , and APAC.
The online market for gambling is particularly well-developed and growing, with online players such as bet365, William Hill , and Entain. Moreover, many pureplay online vendors offer various gambling activities. The growth of online gambling from such players has also grown in countries such as the US, the UK, Italy , and China & SAR, where the ease of access to the internet and the convenience of gambling through such channels have enabled the growth of the consumer base in these countries. The cost-effectiveness of mobile applications has also attracted new players in the market.
· Increased Focus on Online Strategy
· Increasing Popularity Among Millennial & Gen Z Population
Gambling is highly sensitive and responsive to new technologies and innovations. The unprecedented growth of online gambling activities, such as online casinos and betting, has propelled players in the online gambling market to adopt new technologies to survive the competition. One such technology which is widely making inroads into the industry is augmented reality and virtual reality. The gambling industry has the highest potential to use AR and VR technology in the future. Top gambling vendors would go for creating a VR casino environment during the forecast period. The implementation of AR technology provides online casinos with various options for improving and developing their gaming offerings. In casinos, this technology can introduce a range of new features. It can combine the best elements of live gaming and software with virtual reality add-ons and overlays to make a more engaging experience for its customers.
Live casinos have been very popular among gamblers worldwide. These casinos offer live dealers and real-time feeds that help replicate the experience and feel of a real-world land-based casino. These casinos are becoming popular among high-end paying customers who have been using real money in the past. Live casinos are gaining popularity worldwide, especially in the U.K., where online gambling has become very popular. Live casinos are gaining immense customer adoption, and major players such as Ladbrokes, William Hill , and Flutter Entertainment are already offering such an experience.
Most online casinos and gaming websites offer loyalty points as reward programs as a part of their gamification process, which takes customers' experiences to a new level. Player involvement in the casino community increases, and they get rewards that offer special bonus offers, new levels, additional casino credits, and the ability to learn badges. These loyalty programs have a multi-tier reward system, and each level offers better benefits.
Gamification of gambling is also termed better than the standard approaches of promotions by many industry experts. While the traditional casino bonus is an industry standard, the related terms and conditions can sometimes be unfavorable for customers. This often leads to players not clearing bonus offers as they feel they would not be rewarded well in the first place. On the other hand, gamification systems offer an alternative to the traditional wagering requirement-based approach. Gamification establishes a direct link between players' actions and the rewards they get. A well-implemented gamification program will give players an enjoyable experience and value, increasing players' retention rate for the casino. Arizton believes gamification of online gambling activities will help vendors retain players and increase their profitability.
The global board games market to reach USD 39.99 billion by 2028.
The global tabletop games market to reach USD 48.69 billion by 2028.
The global fantasy sports market is expected to reach USD 12.87 billion by 2028.
The global esports market size to reach USD 2.7 billion by 2025.
4.1 MARKET DEFINITION
4.1.1 INCLUSIONS
4.1.2 EXCLUSIONS
4.1.3 MARKET ESTIMATION CAVEATS
4.2 BASE YEAR
4.3 SCOPE OF THE STUDY
4.4 MARKET SEGMENTS
4.4.1 MARKET SEGMENTATION BY PRODUCT
4.4.2 MARKET SEGMENTATION BY PLATFORM
4.4.3 MARKET SEGMENTATION BY GEOGRAPHY
5.1 KEY CAVEATS
5.2 CURRENCY CONVERSION
5.3 MARKET DERIVATION
7.1 MARKET OVERVIEW
7.2 MARKET DYNAMICS: KEY TRENDS, DRIVERS, AND RESTRAINTS
7.2.1 MARKET TRENDS
7.2.2 MARKET ENABLERS
7.2.3 MARKET RESTRAINTS
7.3 SEGMENT ANALYSIS
7.4 GEOGRAPHICAL ANALYSIS
7.5 COMPETITIVE LANDSCAPE
7.6 ABOUT THE REPORT
8.1 OVERVIEW
8.2 INCREASING SMARTPHONE PENETRATION
8.3 REGULATORY UPDATE
8.4 CONSUMER PREFERENCE
9.1 SUPPLY CHAIN OVERVIEW
9.2 VALUE CHAIN ANALYSIS FOR ONLINE GAMBLING MARKET
9.2.1 SUPPLIERS
9.2.2 OPERATORS
9.2.3 AFFILIATES
9.2.4 END-USER
9.2.5 JURISDICTION
10.1 GROWING ADOPTION OF AUGMENTED REALITY AND VIRTUAL REALITY IN GAMBLING
10.2 INCREASED BETTING ON ESPORTS
10.3 INCLUSION OF DIGITAL/CRYPTOCURRENCY AS STANDARD MONEY
10.4 INCREASING NUMBER OF INTERNET USERS
11.1 GROWING NUMBER OF LIVE CASINOS WORLDWIDE
11.2 INCREASING GAMIFICATION OF ONLINE GAMBLING INDUSTRY
11.3 INCREASED FOCUS ON ONLINE STRATEGY
11.4 INCREASING POPULARITY AMONG MILLENNIAL & GEN Z POPULATION
12.1 ETHICAL CONCERNS
12.2 RISE IN TECHNICALITIES HINDERING GROWTH
12.3 STRINGENT REGULATIONS ACROSS REGIONS
13.1 MARKET SIZE & FORECAST
13.2 FIVE FORCES ANALYSIS
13.2.1 THREAT OF NEW ENTRANTS
13.2.2 BARGAINING POWER OF SUPPLIERS
13.2.3 BARGAINING POWER OF BUYERS
13.2.4 THREAT OF SUBSTITUTES
13.2.5 COMPETITIVE RIVALRY
14.1 MARKET SNAPSHOT & GROWTH ENGINE
14.2 MARKET OVERVIEW
14.3 CASINO
14.3.1 MARKET SIZE & FORECAST
14.3.2 MARKET BY GEOGRAPHY
14.4 LOTTERY
14.4.1 MARKET SIZE & FORECAST
14.4.2 MARKET BY GEOGRAPHY
14.5 BETTING
14.5.1 MARKET SIZE & FORECAST
14.5.2 MARKET BY GEOGRAPHY
14.6 POKER
14.6.1 MARKET SIZE & FORECAST
14.6.2 MARKET BY GEOGRAPHY
14.7 OTHERS
14.7.1 MARKET SIZE & FORECAST
14.7.2 MARKET BY GEOGRAPHY
15.1 MARKET SNAPSHOT & GROWTH ENGINE
15.2 MARKET OVERVIEW
15.3 DESKTOP-BASED
15.3.1 MARKET SIZE & FORECAST
15.3.2 MARKET BY GEOGRAPHY
15.4 MOBILE
15.4.1 MARKET SIZE & FORECAST
15.4.2 MARKET BY GEOGRAPHY
15.5 OTHERS
15.5.1 MARKET SIZE & FORECAST
15.5.2 MARKET BY GEOGRAPHY
16.1 MARKET SNAPSHOT & GROWTH ENGINE
16.2 GEOGRAPHIC OVERVIEW
17.1 MARKET SIZE & FORECAST
17.2 PRODUCT
17.2.1 MARKET SIZE & FORECAST
17.3 PLATFORM
17.3.1 MARKET SIZE & FORECAST
17.4 KEY COUNTRIES
17.4.1 UK: MARKET SIZE & FORECAST
17.4.2 ITALY : MARKET SIZE & FORECAST
17.4.3 NORDIC: MARKET SIZE & FORECAST
17.4.4 NORDIC - SWEDEN : MARKET SIZE & FORECAST
17.4.5 NORDIC - DENMARK : MARKET SIZE & FORECAST
17.4.6 NORDIC - NORWAY : MARKET SIZE & FORECAST
17.4.7 NORDIC - FINLAND : MARKET SIZE & FORECAST
17.4.8 FRANCE : MARKET SIZE & FORECAST
17.4.9 GERMANY : MARKET SIZE & FORECAST
17.4.10 SPAIN : MARKET SIZE & FORECAST
18.1 MARKET SIZE & FORECAST
18.2 PRODUCT
18.2.1 MARKET SIZE & FORECAST
18.3 PLATFORM
18.3.1 MARKET SIZE & FORECAST
18.4 KEY COUNTRIES
18.4.1 AUSTRALIA : MARKET SIZE & FORECAST
18.4.2 CHINA : MARKET SIZE & FORECAST
18.4.3 CHINA SAR HONG KONG : MARKET SIZE & FORECAST
18.4.4 MAINLAND CHINA : MARKET SIZE & FORECAST
18.4.5 CHINA SAR MACAU : MARKET SIZE & FORECAST
18.4.6 JAPAN : MARKET SIZE & FORECAST
18.4.7 INDIA : MARKET SIZE & FORECAST
18.4.8 SINGAPORE : MARKET SIZE & FORECAST
19.1 MARKET SIZE & FORECAST
19.2 PRODUCT
19.2.1 MARKET SIZE & FORECAST
19.3 PLATFORM
19.3.1 MARKET SIZE & FORECAST
19.4 KEY COUNTRIES
19.4.1 US: MARKET SIZE & FORECAST
19.4.2 CANADA : MARKET SIZE & FORECAST
20.1 MARKET SIZE & FORECAST
20.2 PRODUCT
20.2.1 MARKET SIZE & FORECAST
20.3 PLATFORM
20.3.1 MARKET SIZE & FORECAST
20.4 KEY COUNTRIES
20.4.1 BRAZIL : MARKET SIZE & FORECAST
20.4.2 MEXICO : MARKET SIZE & FORECAST
20.4.3 COLOMBIA : MARKET SIZE & FORECAST
21.1 MARKET SIZE & FORECAST
21.2 PRODUCT
21.2.1 MARKET SIZE & FORECAST
21.3 PLATFORM
21.3.1 MARKET SIZE & FORECAST
21.4 KEY COUNTRIES
21.4.1 SOUTH AFRICA : MARKET SIZE & FORECAST
21.4.2 TURKEY : MARKET SIZE & FORECAST
22.1 COMPETITION OVERVIEW
23.1 BET365
23.1.1 BUSINESS OVERVIEW
23.1.2 BET365 IN GLOBAL ONLINE GAMBLING MARKET
23.1.3 SERVICE OFFERINGS
23.1.4 KEY STRATEGIES
23.1.5 KEY STRENGTHS
23.1.6 KEY OPPORTUNITIES
23.2 ENTAIN
23.3 KINDRED
23.4 FLUTTER ENTERTAINMENT
23.5 WILLIAM HILL
24.1 ASIANLOGIC
24.1.1 BUSINESS OVERVIEW
24.1.2 SERVICE OFFERINGS
24.2 BETWAY
24.3 BETFRED GROUP
24.4 BETSAFE
24.5 BETSSON
24.6 BET-AT-HOME
24.7 BWIN
24.8 CAESARS INTERACTIVE ENTERTAINMENT
24.9 CAMELOT
24.10 CASINO COSMOPOL
24.11 CASINOEURO
24.12 CASINOSTUGAN
24.13 CASUMO
24.14 COMEON
24.15 EXPEKT
24.16 FOLKAUTOMATEN
24.17 GAMETWIST
24.18 GENTING BERHAD
24.19 INTERWETTEN
24.20 JACKPOTJOY
24.21 LAS VEGAS SANDS
24.22 LEOVEGAS
24.23 MGM RESORTS INTERNATIONAL
24.24 MOBILBET
24.25 MR. GREEN
24.26 MYBET
24.27 NORDICBET
24.28 NORDICAUTOMATEN
24.29 NORSK TIPPING
24.30 ONLINECASINO DEUTSCHLAND
24.31 PINNACLE
24.32 PLAYTECH
24.33 RANK GROUP
24.34 SJM
24.35 SKY BET
24.36 SPORTECH
24.37 STARGAMES
24.38 SUNMAKER
24.39 SVENSKA SPEL
24.40 TIPICO
24.41 VERA&JOHN
24.42 WIN2DAY
24.43 WYNN RESORTS
24.44 1XBET
24.45 888 GROUP
25.1 KEY TAKEAWAYS
25.2 STRATEGIC RECOMMENDATIONS
26.1 MARKET BY GEOGRAPHY
26.2 EUROPE
26.2.1 PRODUCT
26.2.2 PLATFORM
26.3 APAC
26.3.1 PRODUCT
26.3.2 PLATFORM
26.4 NORTH AMERICA
26.4.1 PRODUCT
26.4.2 PLATFORM
26.5 LATIN AMERICA
26.5.1 PRODUCT
26.5.2 PLATFORM
26.6 MIDDLE EAST & AFRICA
26.6.1 PRODUCT
26.6.2 PLATFORM
26.7 PRODUCT
26.7.1 CASINO
26.7.2 LOTTERY
26.7.3 BETTING
26.7.4 POKER
26.7.5 OTHERS
26.8 PLATFORM
26.8.1 DESKTOP-BASED
26.8.2 MOBILE
26.8.3 OTHERS
27.1 ABBREVIATIONS
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