cluster_011 39 Claims

Igaming And Betting Competition

Claims über iGaming und Sportwetten als Konkurrenz

Narrativ

Ball zeigt iGaming als massive und wachsende Konkurrenz zu traditionellem Gaming, mit ähnlichen Mechaniken aber Cashout-Möglichkeiten.

Claims in diesem Cluster

c157

Mobile game installs are at a 12-year low in the U.S.

Empirisch
c158

Hours played in mobile gaming have tumbled in the U.S.

Empirisch
c159

Time spent watching video game streaming is flatlined in the U.S.

Empirisch
c206

In Q4, users placed 1.5 million bets per day on prediction markets, averaging $300 in notional value

Empirisch
c207

Prediction market betting involves untold hours of research, tracking, and social engagement

Interpretativ
c208

Prediction market activity has grown dramatically from near-zero in 2019 to over 140M quarterly bets by 2025

Empirisch
c209

U.S. net betting losses crossed $17B in 2025, up 35x from 2019 and growing 35% a year

Empirisch
c210

Sports betting is further integrating into live sports as legalization expands

Interpretativ
c212

Online sports betting faces bans in many top markets including Korea, Australia, Japan, and China

Empirisch
c213

International net losses from online sports betting are now $53B per year, representing a 210% increase or $36B growth since 2019

Empirisch
c214

U.S. sports betting shows 35% compound annual growth rate over 3 years

Empirisch
c215

Rest of world (as legal) sports betting shows 20% compound annual growth rate

Empirisch
c216

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

Definitorisch
c217

iGaming is only recently legal in parts of the U.S.

Empirisch
c218

Singleplayer Slots represent 79% of U.S. iGaming net player outlays by 2025

Empirisch
c219

Multiplayer Poker represents 19% of U.S. iGaming net player outlays by 2025

Empirisch
c220

Singleplayer Table Games represent 2% of U.S. iGaming net player outlays by 2025

Empirisch
c221

iGaming is legal in only 7 states in the U.S.

Empirisch
c222

Each of the 7 states where iGaming is legal is growing 22-117% a year

Empirisch
c223

iGaming is already 2x the size of the mobile casino game category

Empirisch
c224

iGaming represents 21% of all U.S. video game spend

Empirisch
c225

Despite (ever fewer) bans in top markets (China, Korea, Japan), players now lose $54B a year in legal markets in iGaming

Empirisch
c226

iGaming losses have grown from $11B in 2019 to $54B in 2025

Empirisch
c227

iGaming represents roughly 45% of video game spend

Empirisch
c228

US iGaming market has 26% 3-year CAGR while Rest of World (As Legal) has 25% 3-year CAGR

Empirisch
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

Interpretativ
c230

Real-Money Gaming was banned in August 2024

Empirisch
c231

In mechanics, design, and IP, there's little difference between "mobile gaming" slots and "iCasino" slots

Definitorisch
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

Interpretativ
c233

Traditional mobile casino genre (no cashout) long outpaced total mobile gaming growth

Vergleichend
c234

The casino genre is now shrinking as whale players depart for iCasinos

Interpretativ
c235

With iGaming, U.S. growth from 2021 to 2025 increases from -0.4% to +12.0%

Empirisch
c236

Non-China international gaming growth goes from +10% to +30% with iGaming inclusion

Empirisch
c237

iGaming growth occurs despite widespread bans

Interpretativ
c244

Sports betting is now integrated into sports broadcasts, with sports broadcasters (e.g. ESPN) licensing their brands to sports books.

Empirisch
c247

Americans decreased their annual expenditure on video game content, software, and services from $52.49B to $52.30B since 2021, a $190MM decrease

Empirisch
c248

Americans increased their spend on OnlyFans + Online Sports Betting + iGaming from $11.3B to $32.8B in total, a $21.5B increase

Empirisch
c427

Video games are losing the attention war in the 'Major Market 8'

Interpretativ
c428

Novel interactive competitors are taking attention, time, and spend from video games

Interpretativ