c216 Definitorisch Nicht priorisiert

iGaming refers to digital games in which players bet and can cash out money

Slides: s076 Argument: UA005B Cluster: Igaming And Betting Competition Hub-Score: 22

Framing-Operationen

Macht sichtbar

iGaming as a clearly defined, legitimate category of digital entertainment with monetary exchange

Macht unsichtbar

Regulatory complexities, addiction risks, or distinction from traditional gambling

Naturalisiert

The concept that digital betting games are a normal part of gaming industry categorization

Abhaengigkeiten

Haengt ab von

Ermoeglicht

c217 iGaming is only recently legal in parts of the U.S. c218 Singleplayer Slots represent 79% of U.S. iGaming net player outlays by 2025 c219 Multiplayer Poker represents 19% of U.S. iGaming net player outlays by 2025 c220 Singleplayer Table Games represent 2% of U.S. iGaming net player outlays by 2025 c221 iGaming is legal in only 7 states in the U.S. c222 Each of the 7 states where iGaming is legal is growing 22-117% a year c223 iGaming is already 2x the size of the mobile casino game category c224 iGaming represents 21% of all U.S. video game spend c225 Despite (ever fewer) bans in top markets (China, Korea, Japan), players now lose $54B a year in legal markets in iGaming c226 iGaming losses have grown from $11B in 2019 to $54B in 2025 c227 iGaming represents roughly 45% of video game spend c228 US iGaming market has 26% 3-year CAGR while Rest of World (As Legal) has 25% 3-year CAGR c229 iGaming, though the category might seem too distinct to compare to traditional video games, India is a clear case study on how it can squeeze the growth of the latter c231 In mechanics, design, and IP, there's little difference between "mobile gaming" slots and "iCasino" slots c232 If a player's $20 goes in and never returns, the outcome is functionally equivalent regardless of whether it's mobile gaming or iCasino c234 The casino genre is now shrinking as whale players depart for iCasinos c235 With iGaming, U.S. growth from 2021 to 2025 increases from -0.4% to +12.0% c236 Non-China international gaming growth goes from +10% to +30% with iGaming inclusion c237 iGaming growth occurs despite widespread bans c248 Americans increased their spend on OnlyFans + Online Sports Betting + iGaming from $11.3B to $32.8B in total, a $21.5B increase c253 American men aged 18-34 are up to 3.6x as likely to engage in short-form video, OnlyFans, AI, prediction markets, crypto trading, sports betting, and iGaming compared to the general population c230 Real-Money Gaming was banned in August 2024

Metadaten

Epistemischer Status
stated_as_fact
Evidenztyp
none
Evidenzqualitaet
not_applicable
Themen
igaming, market_definition