Deconstructed Ball Gaming 2026
cluster_011 39 Claims

Igaming And Betting Competition

Claims über iGaming und Sportwetten als Konkurrenz

Gehört zu

Kapitel-Kontext

Interactive Competitors Primär

Slides s065–s088 · 24 Slides

Ball identifiziert die Gewinner des Attention Wars: TikTok/AI-Apps, iGaming/Sportwetten, Creator Economy. Demografische Shifts verstärken den Trend....

Narrativ

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

Claims in diesem Cluster

Empirisch 28 Claims
c157

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

c158

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

c159

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

c206

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

c208

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

c209

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

c212

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

c213

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

c214

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

c215

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

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

c230

Real-Money Gaming was banned in August 2024

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

c244

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

c247

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

c248

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

Weiter lesen