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Global Market for eSports Betting Software to Expand Rapidly, Valued at USD 2.14 Billion by 2031 | Entain, FDJ United, Bet365, evoke, Dafabet

11-05-2025 04:10 PM CET | Business, Economy, Finances, Banking & Insurance

Press release from: QYResearch Inc.

eSports Betting Software Market

eSports Betting Software Market

QY Research has recently published a report, titled "eSports Software Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031". The global eSports Software market is comprehensively analyzed in the report with the main objective of providing accurate market data and useful recommendations to help players to gain strong growth in future. The report is compiled by subject matter experts and experienced market analysts, which makes it highly authentic and reliable. Readers are provided with deep analysis of historical and future market scenarios to get sound understanding of market competition and other important aspects. The report offers exhaustive research on market dynamics, key segments, leading players, and different regional markets. It is a complete package of thorough analysis and research on the global eSports Software market.

The global market for eSports Software was estimated to be worth US$ 730 million in 2024 and is forecast to a readjusted size of US$ 2135 million by 2031 with a CAGR of 16.1% during the forecast period 2025-2031.

Get PDF Sample Copy of Report: (Including Full TOC, List of Tables & Figures, Chart) https://www.qyresearch.in/request-sample/service-software-esports--software-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

The eSports software market is a rapidly expanding segment of the global online game and gaming infrastructure industry. This market encompasses platforms and tools that enable sportsbooks, casinos, and operators to offer wagering services specifically tailored to competitive video games such as Counter-Strike: Global Offensive (CS:GO), League of Legends (LoL), Dota 2, and Valorant. These software solutions include features such as real-time odds management, live interfaces, risk management systems, payment integration, streaming APIs, and anti-fraud modules.

As eSports continues to gain recognition as a legitimate competitive and spectator sport, demand for scalable, secure, and user-friendly platforms is growing. Software developers are focusing on customizable front-end interfaces, multi-language and multi-currency support, and advanced analytics to enhance engagement and compliance. The rise of mobile-first platforms and crypto-based payments has also influenced software innovation in the sector.

Europe is the most mature and competitive market for eSports software, supported by a well-established online game framework. The UK, Malta, and Eastern Europe are hubs for software developers offering turnkey and white-label eSports solutions. Regulatory compliance, particularly under the EU's digital services laws and GDPR, is a key focus for European providers.

North America is witnessing rapid growth in eSports software adoption, especially after several U.S. states legalized sports and online . Software providers are forming strategic partnerships with sportsbook operators and gaming brands to expand into the eSports vertical. Canada's more unified approach to regulation supports broader adoption of licensed software platforms.

Asia-Pacific holds massive potential due to its large gamer population and booming eSports culture, but strict game laws in countries like China and South Korea present challenges. Nonetheless, markets such as the Philippines, India, and Australia are seeing increasing deployment of eSports software, with localized content and regional payment systems being key differentiators.

Latin America is an emerging growth area for eSports platforms, with Brazil and Mexico showing growing demand for online interfaces. Software vendors are increasingly offering Spanish- and Portuguese-language solutions with local payment integrations and mobile-first UX designs to capture younger audiences.

The Middle East and Africa region is still in its early stages of eSports software adoption. However, investment in digital infrastructure and gaming startups in countries like the UAE and South Africa is creating space for localized software development. Operators are focusing on compliant, mobile-ready platforms to meet the rising demand from tech-savvy youth.

The competitive landscape of the global eSports Software market is broadly studied in the report with large focus on recent developments, future plans of top players, and key growth strategies adopted by them. The analysts authoring the report have profiled almost every major player of the global eSports Software market and thrown light on their crucial business aspects such as production, areas of operation, and product portfolio. All companies analyzed in the report are studied on the basis of vital factors such as market share, market growth, company size, production volume, revenue, and earnings.

Key Players Mentioned in the Global eSports Software Market Research Report:

Entain
FDJ United
Bet365
evoke
Dafabet
Betfred
Pinnacle
Betway
SBOBet
Betsson AB
CommissionKings
Bovada
EveryGame
BetWinner
Thunderpick
Betvictor
Betcris
Bet-at-home
Buff.bet
BetNow
BetWhale
BUSR

The report offers great insights into important segments of the global eSports Software market while concentrating on their CAGR, market size, market share, and future growth potential. The global eSports Software market is mainly segmented according to type of product, application, and region. Each segment in these categories is extensively researched to become familiar with their growth prospects and key trends. Segmental analysis is highly important to identify key growth pockets of a global market. The report provides specific information on the market growth and demand of different products and applications to help players to focus on profitable areas of the global eSports Software market.

Details of eSports Software Market Segmentation: -

Segment by Type:

PC & Console Game
Mobile Game

Segment by Application:

Ages 18-25
Ages 26-35
Ages 36 and Above

Research Methodology

This report has been compiled using latest primary and secondary research methodologies such as data triangulation, qualitative and quantitative analysis, and top-down and bottom-up approaches. The researchers also referred to reliable secondary sources for collecting important data and statistics. All the findings of the research study have been verified and revalidated with the help of authentic primary sources.

The researchers create a unique model and customize it for each research study. Their market forecasts are based on the industry-best combination of domain expertise, industry knowledge and experience, technological analysis, and economic tools. Technological market models are generally adopted for long-term market forecasting, whereas econometric models are adopted for short-term forecasting. The researchers were provided with advanced analysis tools at the time of the preparation of the report.

Report Objectives

(1) To carefully analyze and estimate the size of the global eSports Software market

(2) To clearly segment the global eSports Software market and estimate the market size of the segments

(3) To provide details about key strategies adopted by leading players of the global eSports Software market

(4) To help readers understand current and future market scenarios

(5) To provide information about latest trends of the global eSports Software market and its key segments

(6) To assess the contribution of each region or country to the global eSports Software market

(7) To provide information on important drivers, restraints, and opportunities of the global eSports Software market

(8) To accurately calculate the market shares of key segments, regions, and companies in the global eSports Software market

Request Pre-Order Enquiry or Customized Research on This Report: https://www.qyresearch.in/pre-order-inquiry/service-software-esports--software-market-share-and-ranking-overall-sales-and-demand-forecast-2025-2031

Table of Content

1 Market Overview
1.1 eSports Software Product Introduction
1.2 Global eSports Software Market Size Forecast (2020-2031)
1.3 eSports Software Market Trends & Drivers
1.3.1 eSports Software Industry Trends
1.3.2 eSports Software Market Drivers & Opportunity
1.3.3 eSports Software Market Challenges
1.3.4 eSports Software Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered

2 Competitive Analysis by Company
2.1 Global eSports Software Players Revenue Ranking (2024)
2.2 Global eSports Software Revenue by Company (2020-2025)
2.3 Key Companies eSports Software Manufacturing Base Distribution and Headquarters
2.4 Key Companies eSports Software Product Offered
2.5 Key Companies Time to Begin Mass Production of eSports Software
2.6 eSports Software Market Competitive Analysis
2.6.1 eSports Software Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by eSports Software Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in eSports Software as of 2024)
2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Game Type
3.1 Introduction by Game Type
3.1.1 PC & Console Game
3.1.2 Mobile Game
3.2 Global eSports Software Sales Value by Game Type
3.2.1 Global eSports Software Sales Value by Game Type (2020 VS 2024 VS 2031)
3.2.2 Global eSports Software Sales Value, by Game Type (2020-2031)
3.2.3 Global eSports Software Sales Value, by Game Type (%) (2020-2031)

4 Segmentation by Player Age
4.1 Introduction by Player Age
4.1.1 Ages 18-25
4.1.2 Ages 26-35
4.1.3 Ages 36 and Above
4.2 Global eSports Software Sales Value by Player Age
4.2.1 Global eSports Software Sales Value by Player Age (2020 VS 2024 VS 2031)
4.2.2 Global eSports Software Sales Value, by Player Age (2020-2031)
4.2.3 Global eSports Software Sales Value, by Player Age (%) (2020-2031)

5 Segmentation by Region
5.1 Global eSports Software Sales Value by Region
5.1.1 Global eSports Software Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global eSports Software Sales Value by Region (2020-2025)
5.1.3 Global eSports Software Sales Value by Region (2026-2031)
5.1.4 Global eSports Software Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America eSports Software Sales Value, 2020-2031
5.2.2 North America eSports Software Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe eSports Software Sales Value, 2020-2031
5.3.2 Europe eSports Software Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific eSports Software Sales Value, 2020-2031
5.4.2 Asia Pacific eSports Software Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America eSports Software Sales Value, 2020-2031
5.5.2 South America eSports Software Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa eSports Software Sales Value, 2020-2031
5.6.2 Middle East & Africa eSports Software Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions eSports Software Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions eSports Software Sales Value, 2020-2031
6.3 United States
6.3.1 United States eSports Software Sales Value, 2020-2031
6.3.2 United States eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.3.3 United States eSports Software Sales Value by Player Age, 2024 VS 2031
6.4 Europe
6.4.1 Europe eSports Software Sales Value, 2020-2031
6.4.2 Europe eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.4.3 Europe eSports Software Sales Value by Player Age, 2024 VS 2031
6.5 China
6.5.1 China eSports Software Sales Value, 2020-2031
6.5.2 China eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.5.3 China eSports Software Sales Value by Player Age, 2024 VS 2031
6.6 Japan
6.6.1 Japan eSports Software Sales Value, 2020-2031
6.6.2 Japan eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.6.3 Japan eSports Software Sales Value by Player Age, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea eSports Software Sales Value, 2020-2031
6.7.2 South Korea eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.7.3 South Korea eSports Software Sales Value by Player Age, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia eSports Software Sales Value, 2020-2031
6.8.2 Southeast Asia eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.8.3 Southeast Asia eSports Software Sales Value by Player Age, 2024 VS 2031
6.9 India
6.9.1 India eSports Software Sales Value, 2020-2031
6.9.2 India eSports Software Sales Value by Game Type (%), 2024 VS 2031
6.9.3 India eSports Software Sales Value by Player Age, 2024 VS 2031

7 Company Profiles
7.1 Entain
7.1.1 Entain Profile
7.1.2 Entain Main Business
7.1.3 Entain eSports Software Products, Services and Solutions
7.1.4 Entain eSports Software Revenue (US$ Million) & (2020-2025)
7.1.5 Entain Recent Developments
7.2 FDJ United
7.2.1 FDJ United Profile
7.2.2 FDJ United Main Business
7.2.3 FDJ United eSports Software Products, Services and Solutions
7.2.4 FDJ United eSports Software Revenue (US$ Million) & (2020-2025)
7.2.5 FDJ United Recent Developments
7.3 Bet365
7.3.1 Bet365 Profile
7.3.2 Bet365 Main Business
7.3.3 Bet365 eSports Software Products, Services and Solutions
7.3.4 Bet365 eSports Software Revenue (US$ Million) & (2020-2025)
7.3.5 Bet365 Recent Developments
7.4 evoke
7.4.1 evoke Profile
7.4.2 evoke Main Business
7.4.3 evoke eSports Software Products, Services and Solutions
7.4.4 evoke eSports Software Revenue (US$ Million) & (2020-2025)
7.4.5 evoke Recent Developments
7.5 Dafabet
7.5.1 Dafabet Profile
7.5.2 Dafabet Main Business
7.5.3 Dafabet eSports Software Products, Services and Solutions
7.5.4 Dafabet eSports Software Revenue (US$ Million) & (2020-2025)
7.5.5 Dafabet Recent Developments
7.6 Betfred
7.6.1 Betfred Profile
7.6.2 Betfred Main Business
7.6.3 Betfred eSports Software Products, Services and Solutions
7.6.4 Betfred eSports Software Revenue (US$ Million) & (2020-2025)
7.6.5 Betfred Recent Developments
7.7 Pinnacle
7.7.1 Pinnacle Profile
7.7.2 Pinnacle Main Business
7.7.3 Pinnacle eSports Software Products, Services and Solutions
7.7.4 Pinnacle eSports Software Revenue (US$ Million) & (2020-2025)
7.7.5 Pinnacle Recent Developments
7.8 Betway
7.8.1 Betway Profile
7.8.2 Betway Main Business
7.8.3 Betway eSports Software Products, Services and Solutions
7.8.4 Betway eSports Software Revenue (US$ Million) & (2020-2025)
7.8.5 Betway Recent Developments
7.9 SBOBet
7.9.1 SBOBet Profile
7.9.2 SBOBet Main Business
7.9.3 SBOBet eSports Software Products, Services and Solutions
7.9.4 SBOBet eSports Software Revenue (US$ Million) & (2020-2025)
7.9.5 SBOBet Recent Developments
7.10 Betsson AB
7.10.1 Betsson AB Profile
7.10.2 Betsson AB Main Business
7.10.3 Betsson AB eSports Software Products, Services and Solutions
7.10.4 Betsson AB eSports Software Revenue (US$ Million) & (2020-2025)
7.10.5 Betsson AB Recent Developments
7.11 CommissionKings
7.11.1 CommissionKings Profile
7.11.2 CommissionKings Main Business
7.11.3 CommissionKings eSports Software Products, Services and Solutions
7.11.4 CommissionKings eSports Software Revenue (US$ Million) & (2020-2025)
7.11.5 CommissionKings Recent Developments
7.12 Bovada
7.12.1 Bovada Profile
7.12.2 Bovada Main Business
7.12.3 Bovada eSports Software Products, Services and Solutions
7.12.4 Bovada eSports Software Revenue (US$ Million) & (2020-2025)
7.12.5 Bovada Recent Developments
7.13 EveryGame
7.13.1 EveryGame Profile
7.13.2 EveryGame Main Business
7.13.3 EveryGame eSports Software Products, Services and Solutions
7.13.4 EveryGame eSports Software Revenue (US$ Million) & (2020-2025)
7.13.5 EveryGame Recent Developments
7.14 BetWinner
7.14.1 BetWinner Profile
7.14.2 BetWinner Main Business
7.14.3 BetWinner eSports Software Products, Services and Solutions
7.14.4 BetWinner eSports Software Revenue (US$ Million) & (2020-2025)
7.14.5 BetWinner Recent Developments
7.15 Thunderpick
7.15.1 Thunderpick Profile
7.15.2 Thunderpick Main Business
7.15.3 Thunderpick eSports Software Products, Services and Solutions
7.15.4 Thunderpick eSports Software Revenue (US$ Million) & (2020-2025)
7.15.5 Thunderpick Recent Developments
7.16 Betvictor
7.16.1 Betvictor Profile
7.16.2 Betvictor Main Business
7.16.3 Betvictor eSports Software Products, Services and Solutions
7.16.4 Betvictor eSports Software Revenue (US$ Million) & (2020-2025)
7.16.5 Betvictor Recent Developments
7.17 Betcris
7.17.1 Betcris Profile
7.17.2 Betcris Main Business
7.17.3 Betcris eSports Software Products, Services and Solutions
7.17.4 Betcris eSports Software Revenue (US$ Million) & (2020-2025)
7.17.5 Betcris Recent Developments
7.18 Bet-at-home
7.18.1 Bet-at-home Profile
7.18.2 Bet-at-home Main Business
7.18.3 Bet-at-home eSports Software Products, Services and Solutions
7.18.4 Bet-at-home eSports Software Revenue (US$ Million) & (2020-2025)
7.18.5 Bet-at-home Recent Developments
7.19 Buff.bet
7.19.1 Buff.bet Profile
7.19.2 Buff.bet Main Business
7.19.3 Buff.bet eSports Software Products, Services and Solutions
7.19.4 Buff.bet eSports Software Revenue (US$ Million) & (2020-2025)
7.19.5 Buff.bet Recent Developments
7.20 BetNow
7.20.1 BetNow Profile
7.20.2 BetNow Main Business
7.20.3 BetNow eSports Software Products, Services and Solutions
7.20.4 BetNow eSports Software Revenue (US$ Million) & (2020-2025)
7.20.5 BetNow Recent Developments
7.21 BetWhale
7.21.1 BetWhale Profile
7.21.2 BetWhale Main Business
7.21.3 BetWhale eSports Software Products, Services and Solutions
7.21.4 BetWhale eSports Software Revenue (US$ Million) & (2020-2025)
7.21.5 BetWhale Recent Developments
7.22 BUSR
7.22.1 BUSR Profile
7.22.2 BUSR Main Business
7.22.3 BUSR eSports Software Products, Services and Solutions
7.22.4 BUSR eSports Software Revenue (US$ Million) & (2020-2025)
7.22.5 BUSR Recent Developments

8 Industry Chain Analysis
8.1 eSports Software Industrial Chain
8.2 eSports Software Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 eSports Software Sales Model
8.5.2 Sales Channel
8.5.3 eSports Software Distributors

9 Research Findings and Conclusion

10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer

Contact US

Ankit Jain - Director, Global Digital Marketing

QY Research, INC.
India Office -
315Work Avenue, Raheja Woods, Kalyani Nagar,
Pune, Maharashtra 411006, India
Web - https://www.qyresearch.in
Email- ankit@qyresearch.com

About US:

QYResearch is a leading global market research and consulting company established in 2007. With over 17 years' experience and professional research team in various cities over the world QY Research focuses on management consulting, database and seminar services, IPO consulting, industry chain research and customized research to help our clients in providing non-linear revenue model and make them successful. We are globally recognized for our expansive portfolio of services, good corporate citizenship, and our strong commitment to sustainability.

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