A quick peek into the report
Table of Contents
1.1 | Scope of the Report |
1.2 | The Global Online Games of skill Market Research Methodology |
1.2.1 | Primary Data Sources |
1.2.2 | Secondary Data Sources |
2.1 | Market Drivers |
2.1.1 | Proliferation of Smartphones |
2.1.2 | Massive Fan Following of Sports |
2.1.3 | Increasing Availability of High Speed Internet Connection |
2.1.4 | Establishment of gaming leagues driving the increase in viewership |
2.1.5 | Growing Middle Class and Large Youth Population in Emerging Nations |
2.2 | Market Challenges |
2.2.1 | Non-Uniform and Unclear Legal and Regulatory Framework |
2.2.2 | Negative Connotations Associated with Real Money Gaming |
2.2.3 | Continuous Need for Innovation |
2.2.4 | Fear of Fraudulent Practices and Security |
2.2.5 | Restricted Flow of Funds Leading to Lack of Marketing and Brand Promotion |
2.3 | Market Opportunities |
2.3.1 | Virtual Reality (VR) and Augmented Reality (AR) |
2.3.2 | Freemium business model |
2.3.3 | Growth of Indie Games |
2.3.4 | Advertisements |
2.3.5 | Partnerships |
3.1 | Key Strategies And Developments |
3.1.1 | Mergers & Acquisitions |
3.1.2 | Product Development & Launch |
3.1.3 | Partnerships, Joint Ventures & Collaborations |
3.1.4 | Business Expansions |
3.1.5 | Lawsuits |
3.1.6 | Events |
3.2 | Industry Attractiveness |
3.3 | Market Share Analysis |
3.4 | The Global Games of Skill Market: Product Benchmarking |
4.1 | Global Online Skill Based Gaming Ecosystem |
4.2 | Revenue Model Analysis |
4.3 | Regulatory Bodies |
4.3.1 | Entertainment Software Rating Board (ESRB) |
4.3.2 | Pan-European Game Information (PEGI) |
4.3.3 | Computer Entertainment Rating Organization (CERO) |
4.3.4 | Alderney Gambling Control Commission (AGCC) |
4.3.5 | UK Gambling Commission (UKGC) |
4.3.6 | Gambling Supervision Commission (GSC) |
4.3.7 | World Esports Association (WESA) |
4.3.8 | Nevada Gaming Commission |
4.3.9 | Malta Gaming Authority |
4.3.10 | Other Main Regulatory Bodies |
5.1 | Assumptions for Analysis and Forecast of the Global Online Games of Skill Market |
5.2 | Market Overview |
5.3 | Market by Game |
5.3.1 | Fantasy Sports |
5.3.1.1 | American Football |
5.3.1.2 | Football (Soccer) |
5.3.1.3 | Cricket |
5.3.2 | Card Based Games |
5.3.2.1 | Poker |
5.3.2.2 | Rummy |
5.3.2.3 | Blackjack |
5.3.3 | E-Sports |
5.3.4 | Strategy and Brain Games |
6.1 | Introduction |
6.2 | Market Overview |
6.3 | APAC |
6.3.1 | Market Overview |
6.3.2 | India |
6.3.3 | China |
6.3.4 | Japan |
6.3.5 | South Korea |
6.3.6 | Others |
6.3.7 | APAC Legal and Regulatory Framework |
6.4 | Europe |
6.4.1 | Market Overview |
6.4.2 | The U.K. |
6.4.3 | Germany |
6.4.4 | Malta |
6.4.5 | Others |
6.4.6 | Europe Legal and Regulatory Framework |
6.5 | North America |
6.5.1 | Market Overview |
6.5.2 | The U.S. |
6.5.3 | Canada |
6.5.4 | North America Legal and Regulatory Framework |
6.6 | Rest of the World |
6.6.1 | Market Overview |
6.6.2 | Latin America |
6.6.3 | Middle East |
6.6.4 | Rest of the World Legal and Regulatory Framework |
7.1 | Activision Blizzard |
7.1.1 | Company Overview |
7.1.2 | Financials |
7.1.3 | Financial Summary |
7.1.4 | SWOT Analysis |
7.2 | Amaya Inc. |
7.2.1 | Company Overview |
7.2.2 | Financials |
7.2.3 | Financial Summary |
7.2.4 | SWOT Analysis |
7.3 | Bet 365 |
7.3.1 | Company Overview |
7.4 | Catalyst ESports Solutions |
7.4.1 | Company Overview |
7.5 | Draft Kings |
7.5.1 | Company Overview |
7.6 | Dream 11 Inc. |
7.6.1 | Company Overview |
7.7 | Electronic Arts Inc. |
7.7.1 | Company Overview |
7.7.2 | Financials |
7.7.3 | Financial Summary |
7.7.4 | SWOT analysis |
7.8 | Fan Duel |
7.8.1 | Company Overview |
7.9 | Fantasy Draft |
7.9.1 | Company Overview |
7.10 | Fantrax |
7.10.1 | Company Overview |
7.11 | NET Entertainment |
7.11.1 | Company Overview |
7.11.2 | Financials |
7.11.3 | Financial Summary |
7.11.4 | Swot Analysis |
7.12 | OulalaGames Limited |
7.12.1 | Company Overview |
7.13 | Playtech |
7.13.1 | Company Overview |
7.13.2 | Financials |
7.13.3 | Financial Summary |
7.13.4 | Swot Analysis |
7.14 | Premier Punt |
7.14.1 | Company Overview |
7.15 | Riot Games |
7.15.1 | Company Overview |
7.16 | Rovio Entertainment Limited |
7.16.1 | Company Overview |
7.17 | Square Enix |
7.17.1 | Company Overview |
7.17.2 | Financials |
7.17.3 | Financial Summary |
7.17.4 | Swot Analysis |
7.18 | Supercell |
7.18.1 | Company Overview |
7.19 | Ubisoft Group |
7.19.1 | Company Overview |
7.19.2 | Financials |
7.19.3 | Financial Summary |
7.19.4 | SWOT Analysis |
7.20 | Unibet |
7.20.1 | Company Overview |
7.20.2 | Financials |
7.20.3 | Financial Summary |
7.20.4 | SWOT Analysis |
7.21 | Valve Corporation |
7.21.1 | Company Overview |
7.22 | Zynga Inc. |
7.22.1 | Company Overview |
7.22.2 | Financials |
7.22.3 | Financial Summary |
7.22.4 | SWOT Analysis |
7.23 | 888 Holdings Public Limited Company |
7.23.1 | Company Overview |
7.23.2 | Financials |
7.23.3 | Financial Summary |
7.23.4 | SWOT Analysis |
7.24 | Other Key Companies |
Table 2.1 | Global Online Games of Skill Market Drivers and Challenges |
Table 2.2 | Market Drivers – Impact Analysis |
Table 3.1 | Mergers and Acquisitions |
Table 3.2 | Product Development and Launch |
Table 3.3 | Partnerships, Joint Ventures and Collaborations |
Table 3.4 | Business Expansions |
Table 3.5 | Lawsuits |
Table 3.6 | Key Events |
Table 4.1 | Regulatory Bodies |
Table 5.1 | Global Online Games of Skill Market by Game, 2015-2022 |
Table 6.1 | Global Online Games of Skill Market, by Geography, 2015-2022 |
Table 6.2 | APAC Games of Skill Market, by Game Type, 2015-2022 |
Table 6.3 | APAC Games of skill Market Legal and Regulatory Framework |
Table 6.4 | Europe Games of skill Market, by Game Type, 2015-2022 |
Table 6.5 | Europe Games of skill Market Legal and Regulatory Framework |
Table 6.6 | North America Games of skill Market, by Game Type, 2015-2022 |
Table 6.7 | North America Games of skill Market Legal and Regulatory Framework |
Table 6.8 | Rest of the World (ROW) Games of skill Market, by Game Type, 2015-2022 |
Table 6.9 | North America Games of skill Market Legal and Regulatory Framework |
Figure 1 | Global Online Games of Skill Market by Geography (%), 2015 and 2025 |
Figure 2 | Global Online Games of Skill Market by Game Type (%), 2015 and 2025 |
Figure 1.1 | Global Online Games of skill Market Scope |
Figure 1.2 | Bottom Up & Top Down Approach for Market Estimation |
Figure 2.1 | Number of Smartphone Users in the World, 2014 to 2022 |
Figure 2.2 | Global Fan Following of Various Sports (Millions) |
Figure 2.3 | Market Challenges – Impact Analysis |
Figure 3.1 | Porter’s Five Forces Analysis |
Figure 3.2 | Market Share: Top Global Online Poker Portals (2015) |
Figure 3.3 | Market Share: Top U.S. Daily Fantasy Sports Companies (2015) |
Figure 3.4 | Product Benchmarking- U.S. Fantasy Sports |
Figure 3.5 | Product Benchmarking- Global Online Poker |
Figure 4.1 | Skill Based Gaming Ecosystem |
Figure 4.2 | Key Revenue Model |
Figure 5.1 | Global Online Games of Skill Market by Game, 2015-2022 |
Figure 5.2 | Global Online Games of Skill Market Segmentation by Type of Game |
Figure 5.3 | Rate of Change in Online Poker Traffic (%) |
Figure 5.4 | Genre of E-sports and the Games in Each Genre |
Figure 5.5 | E-sport viewership, 2015 to 2022 |
Figure 5.6 | Percentage of viewers for each e-sport genre |
Figure 5.7 | Most popular Ways of Watching e-sports among viewers, % |
Figure 5.8 | Global E-sports Market Ecosystem |
Figure 6.1 | Global Online Games of Skill Market Segmentation, by Geography |
Figure 6.2 | Global Online Games of Skill Market, by Geography, 2015-2022 |
Figure6.3 | Smartphone and Internet Users in Asian Countries, 2015 and 2022 |
Figure 7.1 | Activision Blizzard: Overall Financials (2013-2015) |
Figure 7.2 | Activision Blizzard: Net Revenue by Segment (2013-2015) |
Figure 7.3 | Amaya Inc. : Overall Financials (2013-2015) |
Figure 7.4 | Amaya Inc.: Net Revenue by Segment (2014-2015) |
Figure 7.5 | Electronic Arts: Overall Financials (2013-2015) |
Figure 7.6 | Electronic Arts: Revenue by Business Segment (2013-2015) |
Figure 7.7 | Net Entertainment Overall Financials (2013-2015) |
Figure 7.8 | Net Entertainment: Revenue by Business Segment (2013-2015) |
Figure 7.9 | Playtech Plc: Overall Financials (2013-2015) |
Figure 7.10 | Playtech Plc: Revenue by Business Segment (2013-2015) |
Figure 7.11 | Square Enix: Overall Financials (2013-2015) |
Figure 7.12 | Square Enix: Revenue by Business Segment (2013-2015) |
Figure 7.13 | Ubisoft: Overall Financials (2013-2015) |
Figure 7.14 | Unibet: Overall Financials (2013-2015) |
Figure 7.15 | Unibet: Revenue by Business Segment (2013-2015) |
Figure 7.16 | Zynga Inc.: Overall Financials (2013-2015) |
Figure 7.17 | Zynga Inc.: Revenue by Business Segment (2013-2015) |
Figure 7.18 | 888 Holdings Overall Financials (2013-2015) |
Figure 7.19 | 888 Holdings: Revenue by Business Segment (2013-2015) |
Report Description
While numerous categories of online games are available, games of skill are defined as online games in which the outcome of the game is determined either fully or partially by the skill of the player in the form of dexterity, logic abilities, knowledge or strategic thinking. This definition has legal implications as real money games of chance or luck are illegal in several jurisdictions while games of skill are not. Following the definition, games such as fantasy sports, eSports, strategy games, brain games, word games and trivia games where players compete against each other, fall under the category of skill based games.
The digital gaming boom has led to the expansion of the industry far beyond its traditional ecosystem of developers, publishers and operators, and inculcates a host of players from adjoining verticals such as media firms, investment firms, event organizers and advertising agencies. Although, as the competition in the market intensifies, it is becoming increasingly difficult for developers to generate brand loyalty and sustain a revenue generating consumer base despite the integration of gaming platforms with social media that has made it easier than ever for players to recommend games to other prospective players.
The report on ‘The Global Games of Skill’ is a meticulous compilation of the various facets of the smokeless tobacco industry. After a thorough analysis of the current trends, the market dynamic chapter includes the key push and pull forces prevailing in the global games of skill market. Owing to the dependency of the market growth on the legal and regulatory framework, the report at each step has considered the effect of laws (both implemented and anticipated) in terms of regulations and taxation in estimation and forecast of the market size.
The increasing proliferation of smartphones, provision of secure payment gateways, improving internet accessibility across the globe and availability of a diverse range of gaming options are expected to keep driving the industry despite the legal and regulatory challenges impeding the industry in several key market regions. Therefore, the global games if skill market estimation and forecast has been initiated with an exhaustive set of assumptions, following which market size information for both key geographical areas and key gaming types has been provided.
The report involves a mix of companies chosen on the basis of their market developments, revenue generation and market share in the industry. The companies profiled in the report include Playtech, Activision, Amaya, EA, Square Enix and Unisoft among others.
Key Questions Answered in this Report
Key Questions answered in the report:
• How will the intensity of competitive rivalry evolve through the forecast period?
• Which factors will be driving the market through the forecast period?
• What factors are currently challenging games of skill market?
• How are the regulatory bodies such as the Malta Gaming Authority and the U.K. Gambling Commission among others participating in the industry?
• What are the prevalent types of games and what is the market size for each of them?
• What are the key geographical regions and what is their market share in the global market?
• How will the games of skill market grow in the next six years?
• Who are the key players in the global games of skill market?
Market Overview
The global games of skill market is expanding and exploring new avenues. The diverse consumer base has paved way for an array of new revenue streams and integrated payment solutions ranging from subscriptions fees, pay-per-play, in-app purchases, royalties to premium account and upgrade remunerations. While initially users in developing economies showed a predisposition towards free to play games due to concerns regarding safety of online payment gateways, the user base is now migrating towards real money online games and turning into a loyal revenue base.
North America being an early adopter of new technology and new models of media consumption already boasts of a mature market worth $XX.XX billion and thus will witness a slow growth throughout the forecast period. While APAC being led by two of the largest developing nations, India and China is expected to grow at a CAGR of XX.XX% to become a $XX.XX billion market by 2025. Improving internet connections, and availability of low cost smartphones will be the primary growth drivers in the region. While rising incomes of middle class populations and search for alternative modes of recreation by the large youth populations of the two nations will further escalate the growing demand for interactive media.
Strategy games and brain games which are played primarily on smartphones and tablets are the largest contributing segment to the online games of skill market and are continued being so throughout the forecast period. Their large revenue can be attributed to the widespread success of games such as Clash of Clans, Game of War: Fire Age and Puzzles and Dragons, each of which bring in billions in revenue each year and are top grossing games in most countries. Card based games that consist of online poker, rummy and blackjack make the second largest revenue due large wagering on online poker across North America, Europe and India, as well soaring popularity of online rummy (Indian Poker) in the Indian subcontinent. However, its e-sports which have expanded far beyond the conservative boundaries of South Korea in recent years and are now holding tournaments across the globe drawing millions of viewers, that will experience the fastest growth. However, its e-sports which have expanded far beyond the conservative boundaries of South Korea in recent years and are now holding tournaments across the globe drawing millions of viewers, that will experience the fastest growth at the CAGR XX.XX% throughout the forecast period. While fantasy sports although growing at a considerable CAGR of XX.XX%, will continue contributing only a meagre share of the market.
While no global leader exists in other segments, Amaya Inc., has emerged as the undisputed leader of the online poker market, after its acquisition of PokerStars and Full Tint in 2014, which currently make up XX% and XX% of the market respectively, thus giving the company control of the XX% of the global market. 888 follows second with a XX% market share, while the next few positions are occupied by William Hill, GVC, Playtech and Betsson.