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Skill Gaming Market Size, Share & Industry Trends Analysis Report By Skill Type (Mental, and Physical), By Game Genre, By Regional Outlook and Forecast, 2023 - 2030

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    Report

  • 200 Pages
  • August 2023
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5886958
The Global Skill Gaming Market size is expected to reach $76.8 billion by 2030, rising at a market growth of 13.2% CAGR during the forecast period.

Over the past five years, consumers' propensity to switch to various board game items has dramatically increased. Thus, the board-based segment would capture 1/4thshare in the market by 2030. The board game industry, which operates on a narrow margin, heavily relies on innovation. The industry has witnessed a lot of innovations, including a growth in the usage of technology as manufacturers add digital elements to their games to improve the gaming experience. In order to provide unique and captivating experiences, manufacturers are concentrating on providing fresh themes and mechanisms. Some of the factors impacting the market are hyper-personalization and recommendation enabled by AI, acceleration of gaming speed with the proliferation of 5G network, and uncertain rules and restrictive legislation for skill gaming.



Video game participation that is adaptable and responsive is enhanced by artificial intelligence (AI). Gaming now offers a higher level of engagement through artificial intelligence. With better user experiences, greater level advancement, and the ability to teach Non-Playable Characters (NPCs) new skills, AI applications in game development make them more entertaining and adaptable. As a result, the demand for skill games has expanded technological possibilities and served as an early pioneer of AI in numerous game mechanics and AI creation domains. Teams may refine their plans and strengthen their competitive advantage owing to this data-driven strategy, which improves performance. Additionally, Mobile gaming is greatly complemented by unlimited internet access and growing 5G coverage that is gradually becoming the new standard across the globe. Since the 5G network is approximately ten times quicker than the 4G network, gamers usually prefer it. Gamers are happy with the gaming experience on 5G-enabled smartphones that are inexpensive. Smartphones with 5G services have drawn millions of fans of sports games, including esports, due to their flexible usage. Mobile internet networks are being driven by advancements in 5G technology, making such games more feasible and stable. Thus, the market will grow due to technological advancements and high-speed gaming on 5G networks.

However, different laws and regulations apply to different industries in different nations and areas. These are also referred to as "barriers to entry," which refers to any conditions or legal provisions that limit the spread of a particular technological advancement or newcomers into the market. Skill-based games are frequently mistaken for gambling, which is prohibited in many nations when it comes to skill-based games. There is a misunderstanding about skill-based games that involve a significant amount of skill that depends on chance and the extent, even though most regulations restrict pure chance games. Therefore, the laws and regulations pertaining to skill gaming could be a hindrance to the market.

Game Genre Outlook

By game genre, the market is segmented into card based, board based, dice based, tile based, word & number based, and puzzle based & animated games. The dice-based segment attained a promising revenue share in the market in 2022. Dice games provide opportunities for strategic thought and choice. Whether at a casual family get-together or a team-organized event, these games promote togetherness. The mutual rivalry and excitement of each dice roll inspire laughter and conversation, thereby enhancing the bonds between participants. Therefore, the demand in the dice games segment is expected to rise in the future.



Skill Type Outlook

Based upon skill type, the market is bifurcated into physical and mental. In 2022, the physical segment attained a significant revenue share in the market. The advantages of playing physical skill games include enhanced peer interactions, increased self-awareness, improved motor skills, improved reflexes, and resilience building. Governments all around the world are supporting physical games as a result of these advantages, which presents the physical segment with excellent commercial potential.

Regional Outlook

On the basis of region, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment recorded the highest revenue share in the market in 2022. The proliferation of mobile devices and the supply of new consoles in North America have contributed to the segment's extraordinary rise in recent years. The U.S. has the largest public game collection and is one of the major players in the market.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Skillz, Inc., Junglee Games (Flutter Entertainment plc), Big Fish Games, Inc. (Aristocrat Leisure Limited), Arkadium, Inc., AviaGames, Inc., Mobile Premier League (Galactus Funware Technology Pvt. Ltd), Scopely, Inc. (Savvy Games Group), Dream11 (Sporta Technologies Private Limited), Triumph LLC and Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Scope of the Study

By Skill Type

  • Mental
  • Physical

By Game Genre

  • Board Based
  • Word & Number Based
  • Card Based
  • Tile Based
  • Dice Based
  • Puzzle Based & Animated Games

By Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Key Market Players

List of Companies Profiled in the Report:

  • Skillz, Inc.
  • Junglee Games (Flutter Entertainment plc)
  • Big Fish Games, Inc. (Aristocrat Leisure Limited)
  • Arkadium, Inc.
  • AviaGames, Inc.
  • Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
  • Scopely, Inc. (Savvy Games Group)
  • Dream11 (Sporta Technologies Private Limited)
  • Triumph LLC
  • Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Unique Offerings

  • Exhaustive coverage
  • The highest number of Market tables and figures
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Skill Gaming Market, by Skill Type
1.4.2 Global Skill Gaming Market, by Game Genre
1.4.3 Global Skill Gaming Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.3 Porter’s Five Force Analysis
Chapter 4. Global Skill Gaming Market by Skill Type
4.1 Global Mental Market by Region
4.2 Global Physical Market by Region
Chapter 5. Global Skill Gaming Market by Game Genre
5.1 Global Board Based Market by Region
5.2 Global Word & Number Based Market by Region
5.3 Global Card Based Market by Region
5.4 Global Tile Based Market by Region
5.5 Global Dice Based Market by Region
5.6 Global Puzzle Based & Animated Games Market by Region
Chapter 6. Global Skill Gaming Market by Region
6.1 North America Skill Gaming Market
6.1.1 North America Skill Gaming Market by Skill Type
6.1.1.1 North America Mental Market by Country
6.1.1.2 North America Physical Market by Country
6.1.2 North America Skill Gaming Market by Game Genre
6.1.2.1 North America Board Based Market by Country
6.1.2.2 North America Word & Number Based Market by Country
6.1.2.3 North America Card Based Market by Country
6.1.2.4 North America Tile Based Market by Country
6.1.2.5 North America Dice Based Market by Country
6.1.2.6 North America Puzzle Based & Animated Games Market by Country
6.1.3 North America Skill Gaming Market by Country
6.1.3.1 US Skill Gaming Market
6.1.3.1.1 US Skill Gaming Market by Skill Type
6.1.3.1.2 US Skill Gaming Market by Game Genre
6.1.3.2 Canada Skill Gaming Market
6.1.3.2.1 Canada Skill Gaming Market by Skill Type
6.1.3.2.2 Canada Skill Gaming Market by Game Genre
6.1.3.3 Mexico Skill Gaming Market
6.1.3.3.1 Mexico Skill Gaming Market by Skill Type
6.1.3.3.2 Mexico Skill Gaming Market by Game Genre
6.1.3.4 Rest of North America Skill Gaming Market
6.1.3.4.1 Rest of North America Skill Gaming Market by Skill Type
6.1.3.4.2 Rest of North America Skill Gaming Market by Game Genre
6.2 Europe Skill Gaming Market
6.2.1 Europe Skill Gaming Market by Skill Type
6.2.1.1 Europe Mental Market by Country
6.2.1.2 Europe Physical Market by Country
6.2.2 Europe Skill Gaming Market by Game Genre
6.2.2.1 Europe Board Based Market by Country
6.2.2.2 Europe Word & Number Based Market by Country
6.2.2.3 Europe Card Based Market by Country
6.2.2.4 Europe Tile Based Market by Country
6.2.2.5 Europe Dice Based Market by Country
6.2.2.6 Europe Puzzle Based & Animated Games Market by Country
6.2.3 Europe Skill Gaming Market by Country
6.2.3.1 Germany Skill Gaming Market
6.2.3.1.1 Germany Skill Gaming Market by Skill Type
6.2.3.1.2 Germany Skill Gaming Market by Game Genre
6.2.3.2 UK Skill Gaming Market
6.2.3.2.1 UK Skill Gaming Market by Skill Type
6.2.3.2.2 UK Skill Gaming Market by Game Genre
6.2.3.3 France Skill Gaming Market
6.2.3.3.1 France Skill Gaming Market by Skill Type
6.2.3.3.2 France Skill Gaming Market by Game Genre
6.2.3.4 Russia Skill Gaming Market
6.2.3.4.1 Russia Skill Gaming Market by Skill Type
6.2.3.4.2 Russia Skill Gaming Market by Game Genre
6.2.3.5 Spain Skill Gaming Market
6.2.3.5.1 Spain Skill Gaming Market by Skill Type
6.2.3.5.2 Spain Skill Gaming Market by Game Genre
6.2.3.6 Italy Skill Gaming Market
6.2.3.6.1 Italy Skill Gaming Market by Skill Type
6.2.3.6.2 Italy Skill Gaming Market by Game Genre
6.2.3.7 Rest of Europe Skill Gaming Market
6.2.3.7.1 Rest of Europe Skill Gaming Market by Skill Type
6.2.3.7.2 Rest of Europe Skill Gaming Market by Game Genre
6.3 Asia Pacific Skill Gaming Market
6.3.1 Asia Pacific Skill Gaming Market by Skill Type
6.3.1.1 Asia Pacific Mental Market by Country
6.3.1.2 Asia Pacific Physical Market by Country
6.3.2 Asia Pacific Skill Gaming Market by Game Genre
6.3.2.1 Asia Pacific Board Based Market by Country
6.3.2.2 Asia Pacific Word & Number Based Market by Country
6.3.2.3 Asia Pacific Card Based Market by Country
6.3.2.4 Asia Pacific Tile Based Market by Country
6.3.2.5 Asia Pacific Dice Based Market by Country
6.3.2.6 Asia Pacific Puzzle Based & Animated Games Market by Country
6.3.3 Asia Pacific Skill Gaming Market by Country
6.3.3.1 China Skill Gaming Market
6.3.3.1.1 China Skill Gaming Market by Skill Type
6.3.3.1.2 China Skill Gaming Market by Game Genre
6.3.3.2 Japan Skill Gaming Market
6.3.3.2.1 Japan Skill Gaming Market by Skill Type
6.3.3.2.2 Japan Skill Gaming Market by Game Genre
6.3.3.3 India Skill Gaming Market
6.3.3.3.1 India Skill Gaming Market by Skill Type
6.3.3.3.2 India Skill Gaming Market by Game Genre
6.3.3.4 South Korea Skill Gaming Market
6.3.3.4.1 South Korea Skill Gaming Market by Skill Type
6.3.3.4.2 South Korea Skill Gaming Market by Game Genre
6.3.3.5 Singapore Skill Gaming Market
6.3.3.5.1 Singapore Skill Gaming Market by Skill Type
6.3.3.5.2 Singapore Skill Gaming Market by Game Genre
6.3.3.6 Malaysia Skill Gaming Market
6.3.3.6.1 Malaysia Skill Gaming Market by Skill Type
6.3.3.6.2 Malaysia Skill Gaming Market by Game Genre
6.3.3.7 Rest of Asia Pacific Skill Gaming Market
6.3.3.7.1 Rest of Asia Pacific Skill Gaming Market by Skill Type
6.3.3.7.2 Rest of Asia Pacific Skill Gaming Market by Game Genre
6.4 LAMEA Skill Gaming Market
6.4.1 LAMEA Skill Gaming Market by Skill Type
6.4.1.1 LAMEA Mental Market by Country
6.4.1.2 LAMEA Physical Market by Country
6.4.2 LAMEA Skill Gaming Market by Game Genre
6.4.2.1 LAMEA Board Based Market by Country
6.4.2.2 LAMEA Word & Number Based Market by Country
6.4.2.3 LAMEA Card Based Market by Country
6.4.2.4 LAMEA Tile Based Market by Country
6.4.2.5 LAMEA Dice Based Market by Country
6.4.2.6 LAMEA Puzzle Based & Animated Games Market by Country
6.4.3 LAMEA Skill Gaming Market by Country
6.4.3.1 Brazil Skill Gaming Market
6.4.3.1.1 Brazil Skill Gaming Market by Skill Type
6.4.3.1.2 Brazil Skill Gaming Market by Game Genre
6.4.3.2 Argentina Skill Gaming Market
6.4.3.2.1 Argentina Skill Gaming Market by Skill Type
6.4.3.2.2 Argentina Skill Gaming Market by Game Genre
6.4.3.3 UAE Skill Gaming Market
6.4.3.3.1 UAE Skill Gaming Market by Skill Type
6.4.3.3.2 UAE Skill Gaming Market by Game Genre
6.4.3.4 Saudi Arabia Skill Gaming Market
6.4.3.4.1 Saudi Arabia Skill Gaming Market by Skill Type
6.4.3.4.2 Saudi Arabia Skill Gaming Market by Game Genre
6.4.3.5 South Africa Skill Gaming Market
6.4.3.5.1 South Africa Skill Gaming Market by Skill Type
6.4.3.5.2 South Africa Skill Gaming Market by Game Genre
6.4.3.6 Nigeria Skill Gaming Market
6.4.3.6.1 Nigeria Skill Gaming Market by Skill Type
6.4.3.6.2 Nigeria Skill Gaming Market by Game Genre
6.4.3.7 Rest of LAMEA Skill Gaming Market
6.4.3.7.1 Rest of LAMEA Skill Gaming Market by Skill Type
6.4.3.7.2 Rest of LAMEA Skill Gaming Market by Game Genre
Chapter 7. Company Profiles
7.1 Skillz, Inc.
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Regional Analysis
7.1.4 Research & Development Expenses
7.1.5 Recent strategies and developments:
7.1.5.1 Partnerships, Collaborations, and Agreements:
7.1.6 SWOT Analysis
7.2 Junglee Games (Flutter Entertainment plc)
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Segmental and Regional Analysis
7.2.4 Research & Development Expenses
7.2.5 Recent strategies and developments:
7.2.5.1 Acquisition and Mergers:
7.2.6 SWOT Analysis
7.3 Big Fish Games, Inc. (Aristocrat Leisure Limited)
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental Analysis
7.3.4 Research & Development Expenses
7.3.5 SWOT Analysis
7.4 Arkadium, Inc.
7.4.1 Company Overview
7.4.2 Recent strategies and developments:
7.4.2.1 Partnerships, Collaborations, and Agreements:
7.4.3 SWOT Analysis
7.5 AviaGames, Inc.
7.5.1 Company Overview
7.5.2 Recent strategies and developments:
7.5.2.1 Geographical Expansions:
7.5.3 SWOT Analysis
7.6 Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
7.6.1 Company Overview
7.6.2 SWOT Analysis
7.7 Scopely, Inc. (Savvy Games Group)
7.7.1 Company Overview
7.7.2 SWOT Analysis
7.8 Dream11 (Sporta Technologies Private Limited)
7.8.1 Company Overview
7.8.2 SWOT Analysis
7.9 Triumph LLC
7.9.1 Company Overview
7.9.2 SWOT Analysis
7.10. Game Taco, Inc. (Platinum Equity Advisors, LLC.)
7.10.1 Company Overview
7.10.2 Recent strategies and developments:
7.10.2.1 Partnerships, Collaborations, and Agreements:
7.10.3 SWOT Analysis
Chapter 8. Winning Imperative for Skill Gaming Market

Companies Mentioned

  • Skillz, Inc.
  • Junglee Games (Flutter Entertainment plc)
  • Big Fish Games, Inc. (Aristocrat Leisure Limited)
  • Arkadium, Inc.
  • AviaGames, Inc.
  • Mobile Premier League (Galactus Funware Technology Pvt. Ltd)
  • Scopely, Inc. (Savvy Games Group)
  • Dream11 (Sporta Technologies Private Limited)
  • Triumph LLC
  • Game Taco, Inc. (Platinum Equity Advisors, LLC.)

Methodology

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