Has the e-sports gambling market reached its limit? | Play slots and baccarat at online baji live casino

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Has the e-sports gambling market reached its limit?

Has the e-sports gambling market reached its limit?

According to the research conducted by the global consumer research agency 2CV and the market research company ProdegeMR, e-sports gambling are increasingly recognized and supported by players.  In 2019, this field generates USD7 billion in revenue. Affected by the Covid-19 pandemic, the major sport events in various countries have been announced to be postponed or cancelled, which has prompted sports gamblers to find alternative betting products. Under this premise, it is expected that e-sports gambling will receive more attention and the revenue will improve rapidly and substantially.

In a survey of more than 1,000 British betting players, 59% of players reduced their bets on gambling during the Covid-19 pandemic. Among them, 32% of players said that they are looking for new betting products. At the same time, the survey also found that in the past three months, 36% of players have bet on e-sports. Among them, 30% of players started participating in March. Among players who have not yet been exposed to e-sports betting, 62% of them said they need more information.

At the same time, the 2CV and ProdegeMR research also found that by 2022, the number of global e-sports audiences is expected to increase from 450 million in 2019 to 644 million. Martin Bradley, research director in technology and entertainment at 2CV, said that due to the Covid-19 pandemic, many sports events related to gambling betting have been cancelled or postponed. But at the same time, for the field of e-sports, it is also a huge opportunity to show themselves in front of the audience.

Martin Bradley added that this short-term growth may come from the transfer of traditional sports gambling players. But in fact, there are more opportunities to make this journey go further. For example, e-sports gambling operators can educate consumers about e-sports and provide relevant services. In addition, consider which types of games are best for the specific group of audiences.

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