Global Skill Gaming Market Overview:
Global Skill Gaming Market Is Expected to Grow at A Significant Growth Rate, And the Forecast Period Is 2025-2032, Considering the Base Year As 2024.
Global Skill Gaming Market Report 2025 comes with the extensive industry analysis by Introspective Market Research with development components, patterns, flows and sizes. The report also calculates present and past market values to forecast potential market management through the forecast period between 2025-2032.This research study of Skill Gaming involved the extensive usage of both primary and secondary data sources. This includes the study of various parameters affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry.
Scope of the Skill Gaming Market:
The Skill Gaming Market Research report incorporates value chain analysis for each of the product type. Value chain analysis offers in-depth information about value addition at each stage.The study includes drivers and restraints for Skill Gaming Market along with their impact on demand during the forecast period. The study also provides key market indicators affecting thegrowth of the market. Research report includes major key player analysis with shares of each player inside market, growth rate and market attractiveness in different endusers/regions. Our study Skill Gaming Market helps user to make precise decision in order to expand their market presence and increase market share.
By Type, Skill Gaming market has been segmented into:
Skill-Based Slots
Esports Tournaments
Fantasy Sports
Poker
Other Skill Games
By Application, Skill Gaming market has been segmented into:
Entry Fees
Subscription Fees
In-Game Purchases
Advertising
Other Revenue Models
Regional Analysis:
North America (U.S., Canada, Mexico)
Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
South America (Brazil, Argentina, Rest of SA)
Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
Competitive Landscape:
Competitive analysis is the study of strength and weakness, market investment, market share, market sales volume, market trends of major players in the market.The Skill Gaming market study focused on including all the primary level, secondary level and tertiary level competitors in the report. The data generated by conducting the primary and secondary research.The report covers detail analysis of driver, constraints and scope for new players entering the Skill Gaming market.
Top Key Players Covered in Skill Gaming market are:
Playtika
DraftKings
FanDuel
Ubisoft
Netmarble
Scopely
Electronic Arts
Activision Blizzard
Skillz
Gameloft
TakeTwo Interactive
Rovio
Kabam
Glu Mobile
Chapter 1: Introduction
1.1 Scope and Coverage
Chapter 2:Executive Summary
Chapter 3: Market Landscape
3.1 Industry Dynamics and Opportunity Analysis
3.1.1 Growth Drivers
3.1.2 Limiting Factors
3.1.3 Growth Opportunities
3.1.4 Challenges and Risks
3.2 Market Trend Analysis
3.3 Strategic Pestle Overview
3.4 Porter's Five Forces Analysis
3.5 Industry Value Chain Mapping
3.6 Regulatory Framework
3.7 Princing Trend Analysis
3.8 Patent Analysis
3.9 Technology Evolution
3.10 Investment Pockets
3.11 Import-Export Analysis
Chapter 4: Skill Gaming Market Type
4.1 Skill Gaming Market Snapshot and Growth Engine
4.2 Skill Gaming Market Overview
4.3 Skill-Based Slots
4.3.1 Introduction and Market Overview
4.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
4.3.3 Skill-Based Slots: Geographic Segmentation Analysis
4.4 Esports Tournaments
4.4.1 Introduction and Market Overview
4.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
4.4.3 Esports Tournaments: Geographic Segmentation Analysis
4.5 Fantasy Sports
4.5.1 Introduction and Market Overview
4.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
4.5.3 Fantasy Sports: Geographic Segmentation Analysis
4.6 Poker
4.6.1 Introduction and Market Overview
4.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
4.6.3 Poker: Geographic Segmentation Analysis
4.7 Other Skill Games
4.7.1 Introduction and Market Overview
4.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
4.7.3 Other Skill Games: Geographic Segmentation Analysis
Chapter 5: Skill Gaming Market Application
5.1 Skill Gaming Market Snapshot and Growth Engine
5.2 Skill Gaming Market Overview
5.3 Entry Fees
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
5.3.3 Entry Fees: Geographic Segmentation Analysis
5.4 Subscription Fees
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
5.4.3 Subscription Fees: Geographic Segmentation Analysis
5.5 In-Game Purchases
5.5.1 Introduction and Market Overview
5.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
5.5.3 In-Game Purchases: Geographic Segmentation Analysis
5.6 Advertising
5.6.1 Introduction and Market Overview
5.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
5.6.3 Advertising: Geographic Segmentation Analysis
5.7 Other Revenue Models
5.7.1 Introduction and Market Overview
5.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
5.7.3 Other Revenue Models: Geographic Segmentation Analysis
Chapter 6: Company Profiles and Competitive Analysis
6.1 Competitive Landscape
6.1.1 Competitive Benchmarking
6.1.2 Skill Gaming Market Share by Manufacturer (2023)
6.1.3 Concentration Ratio(CR5)
6.1.4 Heat Map Analysis
6.1.5 Mergers and Acquisitions
6.2 PLAYTIKA
6.2.1 Company Overview
6.2.2 Key Executives
6.2.3 Company Snapshot
6.2.4 Operating Business Segments
6.2.5 Product Portfolio
6.2.6 Business Performance
6.2.7 Key Strategic Moves and Recent Developments
6.3 DRAFTKINGS
6.4 FANDUEL
6.5 UBISOFT
6.6 NETMARBLE
6.7 SCOPELY
6.8 ELECTRONIC ARTS
6.9 ACTIVISION BLIZZARD
6.10 SKILLZ
6.11 GAMELOFT
6.12 TAKETWO INTERACTIVE
6.13 ROVIO
6.14 KABAM
6.15 GLU MOBILE
Chapter 7: Global Skill Gaming Market By Region
7.1 Overview
7.2. North America Skill Gaming Market
7.2.1 Historic and Forecasted Market Size by Segments
7.2.2 Historic and Forecasted Market Size By Type
7.2.2.1 Skill-Based Slots
7.2.2.2 Esports Tournaments
7.2.2.3 Fantasy Sports
7.2.2.4 Poker
7.2.2.5 Other Skill Games
7.2.3 Historic and Forecasted Market Size By Application
7.2.3.1 Entry Fees
7.2.3.2 Subscription Fees
7.2.3.3 In-Game Purchases
7.2.3.4 Advertising
7.2.3.5 Other Revenue Models
7.2.4 Historic and Forecast Market Size by Country
7.2.4.1 US
7.2.4.2 Canada
7.2.4.3 Mexico
7.3. Eastern Europe Skill Gaming Market
7.3.1 Historic and Forecasted Market Size by Segments
7.3.2 Historic and Forecasted Market Size By Type
7.3.2.1 Skill-Based Slots
7.3.2.2 Esports Tournaments
7.3.2.3 Fantasy Sports
7.3.2.4 Poker
7.3.2.5 Other Skill Games
7.3.3 Historic and Forecasted Market Size By Application
7.3.3.1 Entry Fees
7.3.3.2 Subscription Fees
7.3.3.3 In-Game Purchases
7.3.3.4 Advertising
7.3.3.5 Other Revenue Models
7.3.4 Historic and Forecast Market Size by Country
7.3.4.1 Russia
7.3.4.2 Bulgaria
7.3.4.3 The Czech Republic
7.3.4.4 Hungary
7.3.4.5 Poland
7.3.4.6 Romania
7.3.4.7 Rest of Eastern Europe
7.4. Western Europe Skill Gaming Market
7.4.1 Historic and Forecasted Market Size by Segments
7.4.2 Historic and Forecasted Market Size By Type
7.4.2.1 Skill-Based Slots
7.4.2.2 Esports Tournaments
7.4.2.3 Fantasy Sports
7.4.2.4 Poker
7.4.2.5 Other Skill Games
7.4.3 Historic and Forecasted Market Size By Application
7.4.3.1 Entry Fees
7.4.3.2 Subscription Fees
7.4.3.3 In-Game Purchases
7.4.3.4 Advertising
7.4.3.5 Other Revenue Models
7.4.4 Historic and Forecast Market Size by Country
7.4.4.1 Germany
7.4.4.2 UK
7.4.4.3 France
7.4.4.4 The Netherlands
7.4.4.5 Italy
7.4.4.6 Spain
7.4.4.7 Rest of Western Europe
7.5. Asia Pacific Skill Gaming Market
7.5.1 Historic and Forecasted Market Size by Segments
7.5.2 Historic and Forecasted Market Size By Type
7.5.2.1 Skill-Based Slots
7.5.2.2 Esports Tournaments
7.5.2.3 Fantasy Sports
7.5.2.4 Poker
7.5.2.5 Other Skill Games
7.5.3 Historic and Forecasted Market Size By Application
7.5.3.1 Entry Fees
7.5.3.2 Subscription Fees
7.5.3.3 In-Game Purchases
7.5.3.4 Advertising
7.5.3.5 Other Revenue Models
7.5.4 Historic and Forecast Market Size by Country
7.5.4.1 China
7.5.4.2 India
7.5.4.3 Japan
7.5.4.4 South Korea
7.5.4.5 Malaysia
7.5.4.6 Thailand
7.5.4.7 Vietnam
7.5.4.8 The Philippines
7.5.4.9 Australia
7.5.4.10 New Zealand
7.5.4.11 Rest of APAC
7.6. Middle East & Africa Skill Gaming Market
7.6.1 Historic and Forecasted Market Size by Segments
7.6.2 Historic and Forecasted Market Size By Type
7.6.2.1 Skill-Based Slots
7.6.2.2 Esports Tournaments
7.6.2.3 Fantasy Sports
7.6.2.4 Poker
7.6.2.5 Other Skill Games
7.6.3 Historic and Forecasted Market Size By Application
7.6.3.1 Entry Fees
7.6.3.2 Subscription Fees
7.6.3.3 In-Game Purchases
7.6.3.4 Advertising
7.6.3.5 Other Revenue Models
7.6.4 Historic and Forecast Market Size by Country
7.6.4.1 Turkiye
7.6.4.2 Bahrain
7.6.4.3 Kuwait
7.6.4.4 Saudi Arabia
7.6.4.5 Qatar
7.6.4.6 UAE
7.6.4.7 Israel
7.6.4.8 South Africa
7.7. South America Skill Gaming Market
7.7.1 Historic and Forecasted Market Size by Segments
7.7.2 Historic and Forecasted Market Size By Type
7.7.2.1 Skill-Based Slots
7.7.2.2 Esports Tournaments
7.7.2.3 Fantasy Sports
7.7.2.4 Poker
7.7.2.5 Other Skill Games
7.7.3 Historic and Forecasted Market Size By Application
7.7.3.1 Entry Fees
7.7.3.2 Subscription Fees
7.7.3.3 In-Game Purchases
7.7.3.4 Advertising
7.7.3.5 Other Revenue Models
7.7.4 Historic and Forecast Market Size by Country
7.7.4.1 Brazil
7.7.4.2 Argentina
7.7.4.3 Rest of SA
Chapter 8 Analyst Viewpoint and Conclusion
8.1 Recommendations and Concluding Analysis
8.2 Potential Market Strategies
Chapter 9 Research Methodology
9.1 Research Process
9.2 Primary Research
9.3 Secondary Research
Skill Gaming Scope:
Report Data
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Skill Gaming Market
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Skill Gaming Market Size in 2025
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USD XX million
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Skill Gaming CAGR 2025 - 2032
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XX%
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Skill Gaming Base Year
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2024
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Skill Gaming Forecast Data
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2025 - 2032
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Segments Covered
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By Type, By Application, And by Regions
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Regional Scope
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North America, Europe, Asia Pacific, Latin America, and Middle East & Africa
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Key Companies Profiled
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Playtika, DraftKings, FanDuel, Ubisoft, Netmarble, Scopely, Electronic Arts, Activision Blizzard, Skillz, Gameloft, TakeTwo Interactive, Rovio, Kabam, Glu Mobile.
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Key Segments
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By Type
Skill-Based Slots Esports Tournaments Fantasy Sports Poker Other Skill Games
By Applications
Entry Fees Subscription Fees In-Game Purchases Advertising Other Revenue Models
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