01 Industry overview
The online casino industry at a glance
The global online casino market is projected to reach $38.0 billion by 2030, while regulated markets such as the United States and Great Britain continue to post strong online-gaming growth.
- $23.9B[21]
- Market estimate, 2026
- 12.2%[21]
- Forecast CAGR, 2025–2030
- $10.73B[50]
- U.S. iGaming revenue, 2025
- £5.7B[40]
- Great Britain online casino GGY, 2025–26
- Market size
- Grand View Research valued the global online casino market at $19.1 billion in 2024 and estimated it at $23.9 billion in 2026. In the United States, internet gaming revenue reached $10.73 billion in 2025 across the seven states with lawful online casinos.[21][50]
- Forecast & CAGR
- The global online casino market is forecast to reach $38.0 billion by 2030, implying a 12.2% compound annual growth rate from 2025 to 2030. Rush Street Interactive’s 2025 annual report cites an EKG estimate that U.S. online-casino revenue could approach $13.6 billion by 2029.[21][15]
- Market share & regions
- Europe accounted for 48.0% of global online casino revenue in 2024, according to Grand View Research. In the United States, Pennsylvania, Michigan and New Jersey together represented nearly 90% of nationwide iGaming revenue in 2025.[21][50]
- Segmentation
- The market is commonly segmented by game type, including slots, table games and live-dealer games, and by device, including desktop and mobile. Great Britain’s 2025–26 statistics show the importance of slots: £4.8 billion of the £5.7 billion generated by online casino games came from slots.[21][40]
- Key players & concentration
- The U.S. regulated iGaming market is concentrated geographically: Pennsylvania, Michigan and New Jersey generated nearly 90% of national iGaming revenue in 2025. Advertising data for January–May 2025 also showed FanDuel Casino with a 35.12% share of measured online real-money casino advertising spend, ahead of DraftKings Casino at 8.73% and BetMGM Casino at 9.15%.[50]
- Pricing
- In Great Britain, online slots generated average gross gambling yield of £0.32 per minute in the Gambling Commission’s analysis of 139,152 online gambling accounts. In July–September 2025, slots generated £3.96 of GGY per session on average, down from £4.11 a year earlier.[40]
- Trends, drivers & challenges
- Growth is being supported by smartphone and high-speed internet adoption, mobile casino products and the opening of regulated markets. Key challenges include unlicensed operators, illegal sweepstakes-style casinos, responsible-gambling obligations and higher taxes; the UK government announced an increase in Remote Gaming Duty from 21% to 40% from April 2026.[21][50]
- Consumer behavior & competition
- Great Britain’s largest online operators recorded 4.92 million active slots players in December 2025 and 2.68 million active players in other gaming, including casino. During the same month, average slots session length was 15 minutes, while 3.03 million sessions lasted at least one hour.[40]
- M&A
- Consolidation remained active in 2026: Bally’s Intralot agreed to acquire Evoke for £243.1 million, with completion expected in the fourth quarter of 2026 or the first quarter of 2027. Lottomatica and Cirsa also agreed an all-share merger targeting completion in the second quarter of 2027.[85][86]
- Regulation
- Remote gambling operators serving consumers in Great Britain must hold a Gambling Commission licence, including operators based overseas. The Commission’s online licence conditions and codes of practice were updated with a version effective July 29, 2026, covering technical standards, game rules and remote-gambling requirements.[40]
- Latest news
- The latest official market data available by November 9, 2026 shows Great Britain’s remote sector generating £5.7 billion in online casino GGY in the financial year April 2025 to March 2026, including £4.8 billion from slots. In the United States, 2025 iGaming revenue reached a record $10.73 billion, up 27.6% year on year.[40][50]
02 Ranking
Top 10 Companies in the Online Casino Industry
The leading companies in the online casino industry, ranked on market impact, performance, momentum, innovation and brand popularity.
Updated November 9, 2026 · Next review December 9, 2026
DraftKings leads Gitnux's 2026 online casino ranking with an Overall score of 9.5, with 4.0 million average monthly unique payers across online gaming products in 2025. Super Group is the runner-up at 9.1, with 335% Spin online casino revenue growth in Africa and the Middle East after launches.
Ranked by Overall score · How we score ↓
Editor's top 3 picks
Where to start, by need.
#1 Overall · Leader in online casino operation
DraftKings
US
Ranked #1 · 9.5 · Online casino operation
Why we picked it: It operates U.S. online casino and sportsbook products with 4.0 million average monthly unique payers in 2025.
#2 overall
Super Group
GG
Ranked #2 · 9.1 · Online casino operation
Why we picked it: It operates Betway and Spin, with Spin reporting 335% online casino revenue growth after additional-country launches.
Leader in online betting and iGaming
Flutter Entertainment
IE
Ranked #3 · 9.0 · Online betting and iGaming
Why we picked it: It runs global online betting and iGaming operations, with $16.383 billion global revenue in fiscal 2025.
Pick 1 is the #1 company overall. Pick 2 is the highest-ranked company in the top 5 that adds a new segment; no further segment places in the top 5, so pick 3 follows rank.
Full ranking
| # | Company | Overall ↓ | Impact | Performance | Momentum | Innovation | Company snapshot |
|---|---|---|---|---|---|---|---|
| 1 | DraftKings Online casino operation · US | 9.5 | 9.3 | 8.7 | 9.9 | 9.9 | |
Company snapshot · DraftKings · Data as of November 9, 2026 DraftKings describes itself as an online gaming and sportsbook operator with U.S. casino operations.[15]
| |||||||
| 2 | Super Group Online casino operation · GG | 9.1 | 8.8 | 9.9 | 9.8 | 8.5 | |
Company snapshot · Super Group · Data as of November 9, 2026 Super Group operates Betway and Spin, its multi-brand online casino business.[87]
| |||||||
| 3 | Flutter Entertainment Online betting and iGaming · IE | 9.0 | 9.7 | 8.1 | 9.6 | 8.5 | |
Company snapshot · Flutter Entertainment · Data as of November 9, 2026 Flutter says it is the leading online sports betting and iGaming operator by revenue.[13]
| |||||||
| 4 | bet365 Online betting and iGaming · GB | 8.9 | 9.3 | 8.4 | 8.7 | 9.9 | |
Company snapshot · bet365 · Data as of November 9, 2026 bet365 reported 25% growth in gaming revenue for the year ended March 2025.[88]
| |||||||
| 5 | Rush Street Interactive Online casino operation · US | 8.9 | 8.5 | 8.9 | 9.5 | 9.2 | |
Company snapshot · Rush Street Interactive · Data as of November 9, 2026 Rush Street Interactive reported $1.134bn revenue and identified itself as a leading online casino company.[15]
| |||||||
| 6 | Betsson International online casino and sportsbook operator · SE | 8.7 | 8.6 | 8.6 | 8.9 | 9.2 | |
Company snapshot · Betsson · Data as of November 9, 2026 Betsson reported €867.5m of casino revenue in 2025.[60]
| |||||||
| 7 | Entain Global online betting and casino operator · GB | 8.6 | 9.3 | 8.0 | 8.4 | 8.5 | |
Company snapshot · Entain · Data as of November 9, 2026 Entain reported £3.9bn of online net gaming revenue in 2025.[23]
| |||||||
| 8 | Tipico Group European online casino and sportsbook operator · MT | 8.3 | 8.3 | 8.7 | 8.4 | 7.7 | |
Company snapshot · Tipico Group · Data as of November 9, 2026 Tipico is an online sports betting and casino operator active across regulated European markets.[68]
| |||||||
| 9 | ComeOn Group International online casino and sportsbook operator · MT | 8.0 | 7.4 | 8.7 | 8.0 | 7.7 | |
Company snapshot · ComeOn Group · Data as of November 9, 2026 ComeOn Group operates online casino and sportsbook brands across regulated markets.[89]
| |||||||
| 10 | Betfred UK and international online casino operator · GB | 7.9 | 7.0 | 8.7 | 8.4 | 7.7 | |
Company snapshot · Betfred · Data as of November 9, 2026 Betfred operates online casino, bingo and sportsbook products in regulated markets.[90]
| |||||||
How we score
- Impact (30%): scale and weight in the market (revenue, market share, employees, market position).
- Performance (20%): recent revenue growth and operating margin; an analyst assessment where a company does not publish them.
- Momentum (20%): growth trajectory and future potential.
- Innovation (15%): R&D intensity and how technologically advanced the company is.
Popularity (brand search demand, 15%) counts toward Overall but is not published as a column. Overall leaves out what is not known.
Scale Scores are shown on a 7–10 scale with one decimal; bars start at 7.0.
Cadence Recalculated when new figures are published; next review December 9, 2026.
Independence. Rankings are editorially independent. Scores, ranks, picks and the verdict follow the method above; no company can pay to change them.
Cite this ranking
APA
Christopher Morgan. (2026, February 13). Top 10 companies in the online casino industry. In Online Casino Industry Statistics. Gitnux. https://gitnux.org/online-casino-industry-statistics/#top-companies
Revenue of the largest online casino companies
Flutter Entertainment leads with $16.4B in annual revenue (group level, converted to USD).
03 Trends & forecasts
Top 10 Online Casino Industry Trends & Forecasts 2027
What is changing in the online casino industry, with the evidence behind each trend and a forecast for 2027.
Forecasts were generated by an AI model from the cited evidence. They are estimates, not guarantees.
01Global revenue continues double-digit growth
High confidenceGrand View Research estimates the global online casino market at $23.9 billion in 2026, up from $19.1 billion in 2024, and forecasts $38.0 billion by 2030 at a 12.2% CAGR from 2025 to 2030.[21]
Forecast 2027: Global online casino revenue should continue expanding in 2027, with growth remaining close to the low-double-digit pace implied by the 2025–2030 forecast. Market expansion will depend chiefly on regulated-market launches, mobile adoption and higher player penetration.
02U.S. iGaming growth remains concentrated
High confidenceThe American Gaming Association reported U.S. iGaming revenue of $10.74 billion in 2025, up 27.6% year on year. Rush Street Interactive’s annual report, citing EKG, says U.S. online-casino revenue could approach $13.6 billion by 2029; only nine states had authorized online casino at the time of the filing.[50][15]
Forecast 2027: U.S. revenue should rise again in 2027, but growth will remain dependent on additional state legalization and market maturation rather than nationwide access. Pennsylvania, Michigan and New Jersey are likely to remain the principal revenue centers.
03Europe remains the largest regional market
High confidenceEurope accounted for 48.0% of global online casino revenue in 2024, according to Grand View Research. Great Britain alone generated £5.7 billion in online casino gross gambling yield in the financial year April 2025 to March 2026, including £4.8 billion from slots.[21][40]
Forecast 2027: Europe should retain the largest regional share in 2027, although its growth rate will likely be slower than that of newly regulated markets. Mature-market gains will come increasingly from product mix, retention and regulated substitution of unlicensed play.
04Mobile casino adoption accelerates
High confidenceGrand View Research identifies smartphone and high-speed internet penetration as primary market-growth drivers. Its U.S. outlook describes mobile as the fastest-growing device segment, despite desktop having generated the most U.S. revenue in 2024.[21]
Forecast 2027: In 2027, operators should prioritize mobile-first lobbies, faster authentication and payment flows, and games designed for shorter sessions. Mobile should take a larger share of new player acquisition and total wagering, while desktop remains relevant for high-value and longer-session users.
05Slots continue to dominate online casino
High confidenceGreat Britain generated £4.8 billion from online slots in the April 2025–March 2026 financial year, out of £5.7 billion in online casino GGY. The Gambling Commission also reported slots GGY of £788 million for October–December 2025, up 10% year on year.[40]
Forecast 2027: Slots should remain the largest online-casino category in 2027. Operators will expand localized themes, jackpot formats and feature-rich mobile titles, while stake controls and affordability expectations limit the scope for purely higher-stake growth.
06Live casino expands premium engagement
Medium confidenceOnline casino markets are commonly segmented into slots, table games and live-dealer games, while current market forecasts identify live-dealer products as a core product category. The broader market is expanding as digital platforms add more interactive casino formats alongside automated games.[21]
Forecast 2027: Live casino should gain share in 2027 as operators use streamed tables, localized presenters and game-show formats to differentiate beyond standard slots. Growth will be strongest among mature players seeking a closer substitute for land-based casino experiences.
07Session frequency rises as duration shortens
High confidenceGreat Britain’s largest operators recorded average slots sessions of 15 minutes in January–March 2026, down from 17 minutes a year earlier. However, total sessions rose to 71.2 million in March 2026 from 61.7 million in March 2025, while 3.1 million sessions lasted at least one hour.[40]
Forecast 2027: By 2027, operators should see more frequent, shorter mobile sessions, supported by quick deposits, instant game loading and persistent promotional journeys. Responsible-gambling systems will need to distinguish normal short sessions from harmful high-frequency patterns.
08U.K. tax pressure compresses operator margins
High confidenceThe U.K. government increased Remote Gaming Duty from 21% to 40% of remote-gaming profits from 1 April 2026. The change applies directly to online casino operators serving U.K. customers.[91][92]
Forecast 2027: The full-year effect of the higher duty will be visible in 2027. Operators are likely to reduce bonus intensity, emphasize higher-margin products, improve marketing efficiency and consider selective price or product changes rather than absorb the entire tax increase.
09Responsible-gambling controls become stricter
High confidenceGreat Britain introduced a maximum online-slots stake of £5 for adults aged 25 and over on 9 April 2025 and £2 for adults aged 18 to 24 on 21 May 2025. The limits apply to online slots and are embedded in remote-casino licensing requirements.[40]
Forecast 2027: In 2027, operators should face continued expansion of affordability monitoring, player-intervention and game-design requirements, especially in mature regulated markets. Compliance technology and documented customer-risk decisions will become more important sources of competitive differentiation.
10Regulated markets displace unlicensed supply
Medium confidenceRush Street Interactive’s SEC filing identifies new U.S. and international jurisdictions authorizing online casinos as a principal industry growth driver. It also notes that major U.S. states, including California and Texas, had not authorized online casino, leaving substantial potential for regulated expansion.[15]
Forecast 2027: The regulated share of online casino activity should increase in 2027 where new licensing frameworks open or enforcement improves. Licensed operators will compete on trust, payment reliability and responsible-gambling safeguards, while unlicensed and sweepstakes-style supply will remain a material risk.
04 Statistics
Technology & Innovation
AI and cloud reliance appear throughout the broader media-and-gaming data set; for crypto casinos, 7.98 million deposits were recorded in 30 days ending November 3, 2026.
Digital Transformation in the entertainment and gaming sector (sector benchmark)
- 69% of global media and entertainment respondents described their business-technology relationship as siloed, transactional, or consultative in 2025.[1]
- 28% of global media and entertainment respondents reported a formal AI owner with a title and budget authority in 2025.[1]
- 54% of global media and entertainment organizations reported significant or moderate lead-generation improvement over the previous three years in 2025.[1]
- 49% of global media and entertainment organizations reported significant or moderate customer-retention improvement over the previous three years in 2025.[1]
- 55% of global media and entertainment respondents were at the piloting or deploying stage of AI adoption in 2025.[1]
Technology Adoption in the entertainment and gaming sector (sector benchmark)
- 62% of surveyed game-development studios reported using AI in their workflows in 2023.[2]
- 90% of media and entertainment companies expected their AI investment to increase during the 24 months following a 2024 survey.[3]
- 84% of gaming-company executives surveyed reported that their businesses were more cloud-reliant than ever in 2023.[4]
- 36% of surveyed game developers reported using AI for dynamic level design, animation and rigging, or dialogue writing in 2025.[5]
- 87% of game developers surveyed across the United States, South Korea, Norway, Finland, and Sweden reported using AI agents in their workflows in 2025.[6]
Cloud Computing in the entertainment and gaming sector (sector benchmark)
- 76% of gaming-industry respondents relied on cloud providers for databases in 2023.[4]
- 78% of gaming-industry respondents relied on cloud providers for storage in 2023.[4]
- 56% of gaming-industry respondents relied on cloud providers for software-as-a-service in 2023.[4]
- 60% of gaming-industry respondents relied on cloud providers for virtual machines in 2023.[4]
Big Data in the entertainment and gaming sector (sector benchmark)
- 74% of gaming platforms identified missed business opportunities as a consequence of lacking timely, complete data in 2024.[7]
- 60% of media and entertainment organizations were actively investing to a great extent in data synergy, AI, and automation in 2024.[3]
- 80% of gaming platforms reported losing competitive edge when timely, complete data was unavailable in 2024.[7]
- Almost 80% of gaming platforms reported poor decision-making when timely, complete data was unavailable in 2024.[7]
- 70% of gaming platforms identified stifled innovation as a consequence of lacking timely, complete data in 2024.[7]
Blockchain in the online casino industry
- 7.98 million deposits were recorded across 41 tracked crypto casinos during the 30 days ending November 3, 2026.[8]
- $4.35 billion in observed deposits were recorded across tracked crypto casinos during the 30 days ending November 3, 2026.[8]
- 5.9 million wearable transfers were analyzed in a two-year study of Decentral Games’ blockchain-based virtual casino ecosystem.[9]
- 73% of crypto-casino deposits were made in stablecoins in the August 2026 dataset analyzed by Gambling.com.[10]
- 42% of Ethereum deposits into crypto casinos came from players using two or more casino sites, based on Bitquery’s multi-casino analysis.[11]
- 16% of active on-chain gamblers across six tracked crypto-casino brands used Roobet in April 2026.[11]
IoT in the entertainment and gaming sector (sector benchmark)
- 85% of surveyed UK consumers reported using consumer IoT devices for entertainment in 2024.[12]
- 80% of surveyed UK consumers reported using consumer IoT devices to access online services in 2024.[12]
- 87% of surveyed UK consumers reported trusting the security of their consumer IoT devices at least to some extent in 2024.[12]
- 74% of surveyed UK consumers reported using consumer IoT devices to communicate or socialise in 2024.[12]
- 64% of surveyed UK consumers reported owning a smart television, an IoT device used extensively for entertainment, in 2024.[12]
05 Statistics
Data & Analytics
Customer analytics and risk triggers are quantified in Flutter disclosures, including abnormal-deposit and cash-out patterns used for customer interactions in 2024.
Business intelligence in the online casino industry
- 3.8 million average monthly players were reported for Flutter’s U.S. division in 2024.[13]
- 1.2 million average monthly players were reported for Flutter’s Australian division in 2024.[13]
- 35 million customers worldwide were served by Flutter’s brands in 2024.[13]
- 15.9 million average monthly online players were reported by Flutter globally in fiscal 2025.[14]
- 13 online brands were operated by Flutter across its global business in 2024.[13]
- 13.9 million average monthly online players were reported by Flutter globally in fiscal 2024.[15]
Data analytics in the online casino industry
- Flutter identified abnormal deposits, cash-out patterns, transfers and prolonged repetitive gaming as triggers for customer interactions in 2024.[15]
- Flutter used AI-enabled analysis and personalized support to help customers stay in control of their play in 2025.[16]
- 800,000 customers were reportedly affected by a Flutter data breach confirmed in 2025.[17]
- 14% was Flutter’s increase in average monthly players between fiscal 2024 and fiscal 2025.[14]
- 64% was the average year-over-year increase in iGaming fraud reported between 2022 and 2024.[17]
- 26% was the year-over-year increase in Flutter direct-casino average monthly players in the second quarter of 2026.[14]
Data Quality in the entertainment and gaming sector (sector benchmark)
- 16% of media and entertainment companies’ data was reported as trapped in 2025.[3]
- 51% of media and entertainment business leaders were unsure their companies could generate and deliver relevant insights in 2025.[3]
- 49% of media and entertainment companies training AI models said they had wasted resources because of bad data in 2025.[3]
- 32% of gaming executives said making use of the data their companies collect was a significant current challenge, rising to 41% as an expected challenge in three years, according to an EY survey.[18]
- 34% of media and entertainment organizations identified uniqueness as their leading data-quality issue in Adverity’s 2025 survey of 200 CMOs across the US, UK, Germany, Austria and Switzerland.[19]
Data Governance in the entertainment and gaming sector (sector benchmark)
- 54% of gaming companies had dedicated analytics teams able to analyze company-wide data in a 2024 survey.[20]
- 90% of media and entertainment respondents said a strong data foundation was the most critical factor for AI deployment in 2025.[3]
- 80% of gaming platforms said access to real-time market data was very or extremely important for decision-making in 2024.[20]
- 59% of gaming executives ranked gaining visibility into gaming endpoints as their top data priority in the EY survey.[18]
- 61% of gaming platforms that tracked data in the prior 12 months had no access to any data in real time in 2024.[20]
- 87% of media and entertainment respondents said their data governance policies varied across departments in 2025.[3]
KPIs in the online casino industry
- 15,911 thousand was Flutter’s average monthly player count in fiscal 2025.[14]
- $14.048 billion was Flutter’s global revenue in fiscal 2024.[15]
- 14,880 thousand was Flutter’s average monthly player count in the first quarter of 2025.[15]
- $16.383 billion was Flutter’s global revenue in fiscal 2025.[14]
- 14,605 thousand was Flutter’s average monthly player count in the fourth quarter of 2024.[14]
- 15,072 thousand was Flutter’s average monthly player count in the fourth quarter of 2025.[14]
06 Statistics
Strategy & Growth
Market trajectory is supported by a 12.2% projected 2025–2030 CAGR, while an EKG estimate cited in Rush Street Interactive’s 2025 annual report targets $13.6B by 2029 for U.S. online-casino revenue.
Growth in the online casino industry
- $38.0 billion was the projected global online casino market value in 2030 according to Grand View Research.[21]
- 23% was the estimated five-year compound annual growth rate of the global online casino market through 2024.[22]
- 25% was the estimated five-year annual growth rate of the global live casino segment through 2024.[22]
- 17% was the estimated five-year compound annual growth rate of the global online betting and gaming market through 2026.[23]
- $19.1 billion was the global online casino market value in 2024 according to Grand View Research.[21]
- 12.2% was the projected compound annual growth rate of the global online casino market from 2025 to 2030.[21]
Differentiation in the online casino industry
- 20% was live casino’s share of the global online casino market in 2024, distinguishing live products from RNG and slots.[22]
- 24.7% was Evolution’s estimated five-year growth rate for live casino through 2024, ahead of its RNG casino segment.[22]
- 22.7% was Evolution’s estimated five-year growth rate for RNG casino through 2024.[22]
- 14% was the projected compound annual growth rate of the global live casino market from 2025 to 2030.[24]
- 5% was live casino’s share of the total global casino market in 2024, including land-based and online casino.[22]
- $29.5 billion was the projected global live casino gross gaming revenue in 2030.[24]
Mergers and acquisitions in the online casino industry
- €2.3 billion was the enterprise value of Flutter Entertainment’s acquisition of Snaitech in 2025.[25]
- 69 online gaming acquisitions were recorded globally in 2024.[26]
- €2.45 billion was the value of FDJ’s acquisition of Kindred Group, completed in October 2024.[25]
- 53 online gaming acquisitions were recorded globally in 2021.[26]
- $674 million was the value of Flutter Entertainment’s purchase of 56% of NSX Group in 2025.[25]
- 57 online gaming acquisitions were recorded globally in 2022.[26]
Strategic partnerships in the online casino industry
- $57.5 million was the revenue associated with High Roller Technologies’ player-acquisition engine and marketing investment since 2023.[15]
- 6 iGaming states were covered by Playtech after its Connecticut launch in March 2026.[16]
- $1.0 million was Saratoga Casino Holdings’ strategic investment in High Roller Technologies announced in January 2026.[27]
- 24/7 was the operating schedule of Playtech’s broadcast glass studio launched with MGM Resorts International for live interactive casino games.[24]
- 20 years was the initial term of Boyd Gaming’s marketing agreement connected with its acquisition of Boyd Digital and Resorts Digital assets.[15]
- 2024 was the year High Roller Technologies began campaigns with iConvert in selected international markets.[28]
07 Statistics
People & Workforce
Operational staffing constraints in regulated markets are visible in Malta vacancy metrics, with 885 open positions reported by the end of 2023.
Hiring in the online casino industry
- 74.9% of online gaming vacancies in Malta had been open for less than three months at the end of 2023.[29]
- 92.5 vacancies per 1,000 employees were recorded in MGA-licensed online gaming activities in Malta at the end of 2023.[29]
- 79.2% of open online gaming positions in Malta were at the operational level in 2023.[29]
- 885 open positions were reported by online gaming companies in Malta at the end of 2023.[29]
Employee retention in the online casino industry
- 239 discrimination or harassment complaints were reported by Evolution employees in 2024.[22]
- 55.4% of surveyed online gaming firms intensified employee-retention efforts to address skills gaps in the MGA’s 2020–2024 survey.[29]
- 909 general employee complaints were reported by Evolution in 2024.[22]
- 1% of Evolution’s workforce was represented by discrimination or harassment complaints reported in 2024.[22]
- 4% of Evolution’s workforce was represented by general complaints reported in 2024.[22]
Remote Work in the entertainment and gaming sector (sector benchmark)
- Nearly 60% of Croatian game studios allowed working from home as standard practice in 2024–2025, compared with 32% offering hybrid arrangements.[30]
- Among game workers surveyed internationally in 2023, a majority reported working entirely remotely.[31]
- Among game workers surveyed internationally in 2023, 16.7% worked on-site full-time.[31]
- 59.7% of game workers surveyed globally worked fully remotely in 2023, while 23.6% followed hybrid schedules and 16.7% worked on-site full-time.[31]
- Across U.S. video game companies, remote and fully remote workers accounted for 17% of total industry employment in 2025, representing 14,461 jobs.[32]
Hybrid Work in the entertainment and gaming sector (sector benchmark)
- Across Italian video-game companies surveyed for 2024 industry facts, 42% reported hybrid working as their work modality.[33]
- Among media and entertainment employers in Cisco’s 2025 global study, 87% said their organizations were still struggling to get the balance right with hybrid working.[34]
- Across Italian video-game companies surveyed for 2024 industry facts, 84% said their work modalities would remain unchanged over the following two years.[33]
- Among Italian video-game companies surveyed for 2024 industry facts, 21% reported on-site working, indicating that hybrid work was twice as common as fully on-site work.[33]
- 40% of developers at AAA game studios reported mandatory return-to-office policies in 2024, mostly involving hybrid schedules.[35]
Upskilling in the online casino industry
- 99% of Evolution’s discrimination complaints were resolved within three months in 2024, including cases addressed through corrective training or mediation.[22]
- 11% was Evolution’s aggregate gender pay gap in 2024, a workforce metric linked to its stated equal-pay and remuneration-development programs.[22]
- 954 unique visitors used Flutter’s AI for Everyone Hub, with engagement rated 4.6 out of 5, in 2025.[16]
- More than 1,200 Flutter colleagues had completed the company’s structured AI Literacy Program in Southern Europe and Africa by 2025.[16]
- 3.75 is Evolution’s target employee-engagement index for 2030, compared with a 3.72 base-year outcome in 2025.[22]
Employee Engagement in the entertainment and gaming sector (sector benchmark)
- Among creative and media employees at organizations with more than 1,000 employees, 64% were engaged in Culture Amp’s July 2026 benchmark.[36]
- Across media and entertainment organizations in Effectory’s global benchmark, 36.3% of employees were classified as engaged.[37]
- Among European games-industry employees surveyed in 2025, on-site workers recorded an eNPS of −6.2, the lowest score among the three work formats.[38]
- Among European games-industry employees surveyed in 2025, hybrid workers recorded an eNPS of +4.3, the highest score among remote, hybrid and on-site formats.[38]
- Among European games-industry employees surveyed in 2025, remote workers recorded an eNPS of −2.6.[38]
DEI in the online casino industry
- 51 women were included in Evolution’s reported U.S. employee population of 3,285 in 2025.[22]
08 Statistics
Customer & Sales
Digital experience and conversion metrics are measurable, including 6.4% median conversion from clicks to registrations in online-casino affiliate funnels in 2026.
Customer experience in the online casino industry
- 40% of Swedish online casino players in 2025 said they played exclusively on mobile phones.[39]
- 13% of Great Britain gamblers were very or somewhat unhappy with how gambling businesses treated them in the year to December 2025.[40]
- 48% of Great Britain gamblers in 2026 agreed that gambling companies were held accountable by a regulator.[40]
- 17% of unhappy Great Britain gamblers made a complaint about gambling businesses in the year to December 2025.[40]
- 92% of casino players in a 2026 U.S. study expected casino apps to match the ease of platforms they use every day.[41]
Customer retention in the online casino industry
- DraftKings reported 4.0 million average monthly unique payers in 2025 across its online gaming products.[42]
- 3.5 million DraftKings average monthly unique payers were recorded in 2025 excluding the Jackpocket transaction, up 6.7% year over year.[42]
- Unique monthly depositors at Stardust Casino grew 37% during the 2024 CRM case-study period.[43]
- 6.4% was the reported uplift in Stardust Casino total deposit amount after CRM marketing changes in 2024.[43]
- Stardust Casino net revenue increased 51% during its 2024 CRM marketing case-study period.[43]
Customer acquisition in the online casino industry
- 14% of new depositing players for regulated iGaming operators were estimated to come from social channels in 2026.[25]
- $1.3799 billion was DraftKings’ sales and marketing expense in 2025.[15]
- $145 was the estimated average regulated-market affiliate CPA in iGaming in 2026.[25]
- $1.2649 billion was DraftKings’ sales and marketing expense in 2024.[44]
- 21% of new depositing players for regulated iGaming operators were estimated to come from paid search in 2026.[25]
Customer loyalty in the online casino industry
- 54% of frequent casino visitors in a 2026 U.S. study said digital engagement was critical to their loyalty.[41]
- 59% of U.S. casino players in 2026 said casinos were still behind other industries digitally.[41]
- 48% of casino operators and executives in a 2026 U.S. study said they were behind or unsure how they compared on digital experience.[41]
- 69% of U.S. casino players in 2025 researched casinos online, according to a national casino-player trends study.[45]
- 74% of U.S. casino players in 2026 said digital convenience mattered more to them than a few years earlier.[41]
Lead generation in the online casino industry
- 6.4% was the median conversion from clicks to registrations in online-casino affiliate funnels in 2026.[46]
- 14% of affiliate traffic triggered fraud review among regulated iGaming operators in 2026.[25]
- 2.6% was the median click-to-first-time-deposit conversion rate in online-casino affiliate funnels in 2026.[46]
- More than 200,000 new players were included in the six-month U.S. sweepstakes-casino affiliate-registration analysis.[47]
- 60% of new player registrations at 14 U.S. sweepstakes casinos were attributed to affiliate marketing in a six-month study.[47]
09 Statistics
Marketing & Brand
Measured advertising volume is available for legal online-casino impressions, including 275 million on TikTok in the U.S. from January through May 2025.
Marketing in the online casino industry
- $280 million, or 7.2%, of U.S. sports-betting and online-gaming marketing spend went to paid social in 2025.[48]
- $1.42 billion, or 36.4%, of U.S. sports-betting and online-gaming marketing spend went to national television in 2025.[48]
- £631.4 million was Entain’s reported marketing expense in 2025, according to an operator comparison based on company filings.[49]
- $520 million, or 13.3%, of U.S. sports-betting and online-gaming marketing spend went to celebrity and athlete partnerships in 2025.[48]
- £264.8 million was evoke’s reported marketing expense in 2025, equal to 19.6% of online revenue.[49]
Digital marketing in the online casino industry
- $280 million, or 7.2%, was U.S. sports-betting and online-gaming paid-social marketing spend in 2025.[48]
- 275 million legal online-casino advertising impressions were recorded on TikTok in the United States from January through May 2025.[50]
- 850 million legal online-casino advertising impressions were recorded on YouTube in the United States from January through May 2025.[50]
- 870 million legal online-casino advertising impressions were recorded on X in the United States from January through May 2025.[50]
- 940 million legal online-casino advertising impressions were recorded on Instagram in the United States from January through May 2025.[50]
Branding in the online casino industry
- $60 million, or 1.5%, was estimated U.S. sports-betting and online-gaming responsible-gambling-program spending in 2025.[48]
- 4.0 million DraftKings average monthly unique payers were reported across online gaming products in 2025.[42]
- 29 million impressions were generated by U.S. sports-betting advertisements on social media during one week in 2024.[51]
- $410 million was estimated U.S. sports-betting and online-gaming spending on sports sponsorships in 2025.[48]
- $90 million, or 2.3%, was estimated U.S. sports-betting and online-gaming earned-media and public-relations spending in 2025.[48]
Influencer Marketing in the entertainment and gaming sector (sector benchmark)
- U.S. creator advertising spend is projected to grow 26% year over year in 2025, nearly four times faster than overall media-industry growth.[52]
- Across global brands and agencies, 48% report earning at least 3x ROI from creator marketing in 2026, up from 37% the previous year.[53]
- Among respondents to a global influencer-marketing survey, gaming represented 11.9% of reported campaign-sector activity in 2024, making it the second-largest named vertical.[54]
- Among U.S. creator-ad buyers, 48% consider creators a must-buy media channel, ranking behind only social media and paid search in 2025.[52]
- U.S. creator advertising spend is projected at $37 billion in 2025, covering brand-direct creator partnerships, paid amplification and creator-content adjacencies.[52]
10 Statistics
Operations & Execution
Cost structures and payments processing are quantified, including DraftKings’ 2025 year-on-year increase in payment-processing fees of $65.4 million.
Process optimization in the online casino industry
- 9% was European Entertainment Group’s 2025 increase in online gaming revenue, reaching €262.8 million for the year.[55]
- 26% was European Entertainment Group’s 2025 increase in online gaming EBITDA, reaching €66.5 million.[55]
- 13.9% was the 2025 increase in Super Group’s direct and marketing costs, reaching $1.57 billion as the company expanded across Africa, the Middle East, North America and Europe.[15]
- 23% was the 2025 year-on-year increase in Rush Street Interactive revenue, while sales and marketing expense as a share of revenue fell to 15% from 17% in 2024 as marketing was rationalized.[15]
- 8% was the projected average annual increase in iGaming Ontario net income after stakeholder payments through fiscal 2027–28.[56]
Operational efficiency in the online casino industry
- 65% of revenue was Rush Street Interactive’s cost of revenue in both 2025 and 2024, despite 2025 revenue increasing to $1.13 billion.[15]
- 34% was European Entertainment Group’s adjusted online gaming EBITDA margin in the fourth quarter of 2025.[55]
- $23.5 million was the 2025 year-on-year increase in Rush Street Interactive payment-processing costs.[15]
- $65.4 million was DraftKings’ 2025 year-on-year increase in payment-processing fees.[15]
- 335% was the 2025 increase in Super Group Spin online casino revenue in Africa and the Middle East after launches in additional countries.[57]
Supply chain in the online casino industry
- $38 million was Light & Wonder’s 2025 increase in iGaming revenue, attributed primarily to first-party content growth and expansion of its partner network in North America.[15]
- $10 million was Light & Wonder’s 2025 reduction in research and development expense, to $252 million.[15]
- Lower platform commission costs were cited as a reason for a 11.4% reduction in social-casino cost of revenue to $49.5 million for the fiscal year ended June 30, 2026.[15]
- $47 million was Light & Wonder’s 2025 reduction in cost of products, associated with lower gaming-machine sales.[15]
- 13% was Light & Wonder’s 2025 increase in iGaming revenue, supported by first-party content and partner-network expansion in North America.[15]
Outsourcing / Offshoring in the entertainment and gaming sector (sector benchmark)
- 37% of mobile-game studios outsourced publishing during 2023, according to a global industry survey.[58]
- 30% of mobile-game studios outsourced user acquisition and creative work during 2023, according to a global industry survey.[58]
- 28% of mobile-game studios outsourced art during 2023, according to a global industry survey.[58]
- 40% of mobile-game studios outsourced development tasks during 2023, according to a global industry survey.[58]
- 42% of game developers reported in 2026 that their external providers subcontracted portions of work to third parties, based on a survey of more than 250 professionals worldwide.[59]
11 Statistics
Finance & Pricing
Revenue and cost pressures are reflected in reported margin and expense changes; for example, DraftKings’ cost of revenue as a percentage of revenue fell to 58.7% in 2025.
Pricing strategy in the online casino industry
- 27.5% of iGaming bets were cryptocurrency-based in 2023, according to a management discussion citing SOFTSWISS data.[15]
- $20,000–$100,000 was the estimated annual cost of legal and regulatory consultants for an online casino in the cited commercialization analysis.[15]
- $50,000–$200,000 was the estimated licensing cost per regulated jurisdiction for an online casino in the cited commercialization analysis.[15]
- $1–2 million was the estimated first-year marketing budget required to build brand recognition for an online casino in the cited commercialization analysis.[15]
- 24.0% was the year-on-year decline in the reported online-casino company’s revenue for the quarter ended March 31, 2025, to $741,731, following changes in customer pricing structures and regulatory-market losses.[15]
Cost reduction in the online casino industry
- 5% was Rush Street Interactive’s 2025 reduction in general and administrative expense, to $100.7 million from $106.2 million in 2024.[15]
- 15% was Rush Street Interactive’s 2025 sales-and-marketing expense as a percentage of revenue, down from 17% in 2024.[15]
- 15.2% was SciPlay’s fiscal-2026 reduction in selling and marketing expense, to $41.0 million from $48.4 million in fiscal 2025.[15]
- 3.1 percentage points was DraftKings’ 2025 reduction in cost of revenue as a percentage of revenue, to 58.7%.[15]
- 11.4% was SciPlay’s fiscal-2026 reduction in cost of revenue, to $49.5 million, reflecting lower platform commission costs and changed developer profit-sharing arrangements.[15]
Profitability in the online casino industry
- €182.4 million was Betsson’s 2025 net income, compared with €183.7 million in 2024.[60]
- $224.5 million was iGaming Ontario’s forecast fiscal-2024–25 net income after stakeholder payments.[56]
- $279.4 million was iGaming Ontario’s projected fiscal-2027–28 net income after stakeholder payments.[56]
- €235.5 million was Betsson’s 2025 profit before tax, compared with €233.7 million in 2024.[60]
- €66.5 million was European Entertainment Group’s 2025 online gaming EBITDA, up 26% year on year.[55]
Financial planning in the online casino industry
- $3.6878 billion was iGaming Ontario’s budgeted adjusted gross gaming revenue for fiscal 2025–26.[56]
- $3–5 million or more was the estimated total initial commercialization cost for an online iGaming casino with one key-jurisdiction license, ten games and marketing and administration.[15]
- $49.1 million was iGaming Ontario’s budgeted fiscal-2025–26 total expense before stakeholder payments.[56]
- $4.0233 billion was iGaming Ontario’s projected adjusted gross gaming revenue for fiscal 2027–28.[56]
- $737.5 million was iGaming Ontario’s budgeted share of adjusted gross gaming revenue for fiscal 2025–26.[56]
12 Statistics
Product & Service
Slots dominate product mix, with 66% of the global online-casino market in 2025 attributed to slots.
Product development in the online casino industry
- Evolution had more than 800 online-casino operator customers in 2024.[22]
- Evolution entered Delaware in 2024, its sixth U.S. state to open for online casino gaming.[22]
- Crazy Time was launched in Pennsylvania and Michigan during 2024 after its New Jersey debut in late 2023.[22]
- Four new live-casino studios opened in Brazil, the Philippines, Romania and the United States during 2025.[22]
- Three new online games—Claw Roulette, Magic Claw and Coin Pusher—were launched through Ezugi after Arcadia Gaming Solutions was acquired in 2024.[22]
Product lifecycle in the online casino industry
- Online casino represented 44% of the total global casino market in 2025.[22]
- Global online casino grew at a 21% compound annual rate during the five years to 2025.[22]
- Live casino represented 29% of the global online-casino market in 2025.[22]
- Lightning Storm became Evolution’s top online-casino release ever by active users in 2024.[22]
- Slots represented 66% of the global online-casino market in 2025.[22]
After-sales in the online casino industry
- 40% of surveyed iGaming customers ranked excellent customer support among the top three loyalty factors in 2023.[61]
- 53% of surveyed iGaming customers ranked attractive bonuses and promotions among the top three loyalty factors in 2023.[61]
- 29% of surveyed iGaming players approved receiving promotional push notifications by email, on-site pop-ups or SMS.[62]
- 68% of surveyed iGaming players preferred checking promotions directly on an operator’s website or app.[62]
- 86% of online gambling players in Optimove research had unsubscribed from operator communications because messages were excessive or irrelevant in 2023.[63]
Value proposition in the online casino industry
- 38% of surveyed iGaming players said bonuses provided additional entertainment value.[62]
- 4.5 out of 5 was the average frequency with which regular iGaming players used bonuses or promotions through notifications.[62]
- 94% of surveyed iGaming players said promotions and bonuses made the gaming experience more fun.[62]
- 87% of surveyed UK online-casino players said they would play only at casinos licensed by the UK Gambling Commission, regardless of bonus offers elsewhere.[47]
- 17.63% of players in an iGaming study were classified as hard-core gamblers who played at least twice weekly and spent at least R$100 monthly.[62]
13 Statistics
Sustainability & Ethics
Safer-gambling controls and emissions reporting are quantified, including 67 million safer-gambling messages sent to online customers in Europe during 2024.
Sustainability in the online casino industry
- 80% was the reduction in Play’n GO’s Scope 2 carbon emissions during 2024.[64]
- 69% of EGBA members’ European online-gambling customers used safety tools in 2024, equivalent to 26.7 million customers.[65]
- €3.8 billion in taxes was contributed by EGBA members’ online gambling operations in the EU and UK in 2024.[65]
- 13 regulated markets were entered by online gaming supplier Play’n GO during 2024.[64]
- 95% of EGBA members’ reported greenhouse-gas emissions came from Scope 3 sources in 2024.[65]
ESG in the online casino industry
- 2030 is evoke’s target year for reaching net zero across Scope 1 and Scope 2 emissions.[66]
- 33% of Aristocrat Leisure’s group workforce were women in financial year 2024.[16]
- 89% of EGBA-member employees had received safer-gambling training in 2024.[67]
- 2035 is evoke’s target year for reaching net zero across its full value chain.[66]
- 97% of evoke’s group greenhouse-gas emissions came from Scope 3 sources in 2024.[66]
Ethics in the online casino industry
- 12% of EGBA members’ safety-tool users selected self-exclusion in 2024.[67]
- 58% of EGBA members’ online customers were aged 18 to 35 in 2024.[67]
- Below 1.5% was Tipico’s share of turnover from potentially problematic gambling behaviour in 2024.[68]
- 11% of EGBA members’ safety-tool users selected time limits in 2024.[67]
- 65% of EGBA members’ safety-tool users selected deposit limits as their preferred protection in 2024.[67]
CSR in the online casino industry
- 67 million safer-gambling messages were reported as sent to online customers in Europe during 2024.[69]
- $139 million was invested by Flutter to support and promote safe play across its global operations in 2024.[13]
- 119 million euros were donated by EGBA members to responsible-gambling initiatives in 2024.[67]
- 143% was the year-on-year increase in EGBA members’ responsible-gambling donations, reaching €119 million in 2024.[67]
Carbon footprint in the online casino industry
- 6,190.53 tonnes of CO2e were Gaming1’s Scope 3 emissions in 2024.[70]
- 4,071.45 tonnes of CO2e were Gaming1’s Scope 1 emissions in 2024.[70]
- 4,592.3 tonnes of CO2e were MTG’s reported total value-chain emissions in 2024.[38]
- 12,250.78 tonnes of CO2e were reported as Gaming1’s total carbon footprint in 2024.[70]
- 5% was Flutter’s reduction in greenhouse-gas emissions during 2024.[13]
14 Statistics
Risk, Compliance & Legal
Regulatory enforcement and compliance activity are quantified, including £7.156 million in UK Gambling Commission financial penalties in 2023–24.
Compliance in the online casino industry
- £7.156 million in financial penalties were issued by the UK Gambling Commission in 2023–24.[40]
- 122 compliance assessments of online and land-based operators were conducted by the UK Gambling Commission in 2023–24.[40]
- 40 responsible-gambling-themed website checks were conducted by the Malta Gaming Authority in 2024.[29]
- 96% of the UK Gambling Commission’s financial penalties issued since 2018–19 had been collected in full by 2024–25.[40]
- 8 operators paid more than £13.4 million in UK fines and regulatory settlements during 2023–24.[40]
Risk Management in the entertainment and gaming sector (sector benchmark)
- 45% of gaming studios said they mitigate risk through efficiency tools, while 24% use monetization and live-ops strategies, according to a 2024 survey of 300 developers.[71]
- 39% of media and entertainment leaders said reputational damage is a major consequence of insufficient risk-function integration, compared with 30% across all industries, in 2026.[72]
- 40% of U.S. entertainment and sports respondents reported having a formal enterprise risk-management process in 2025.[73]
- 43% of entertainment-industry respondents ranked business interruption as a top risk in the 2024 Allianz Risk Barometer, followed by pandemic outbreaks at 30%.[74]
Cybersecurity in the entertainment and gaming sector (sector benchmark)
- 47% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by hiring employees with advanced cybersecurity skills, according to EY’s gaming survey.[18]
- 76% of casino-surveillance professionals reported training to identify and report cyberattack attempts in 2024, up from 58% in 2023.[75]
- 39% of gaming companies said they were taking or planning to take steps to mitigate cyber risks by partnering with third-party cybersecurity firms, according to EY’s gaming survey.[18]
- More than 19 million attempts to download malicious or unwanted files disguised as popular Gen Z games were detected globally between April 2024 and March 2025.[76]
- 67% of media and entertainment leaders said data protection was a top cyber-investment priority in 2026.[72]
Data Privacy in the entertainment and gaming sector (sector benchmark)
- 54.1% of digital-game study participants reported providing their genuine personal data when registering on a game platform, according to research published in 2023.[77]
- More than half of 20 highly popular online games assessed in academic research were found potentially susceptible to attribute-inference attacks using gaming data, according to a 2024 study.[78]
- 88% of surveyed game players knew that their gaming data were being collected by other entities, while 76% would not publicly share personal data, in a study published in 2024.[78]
- 32% of gaming executives said using the data their companies collect was a significant challenge, rising to 41% who expected data management to be challenging three years later.[18]
- 46% of Canadian parents said they always consider gaming-platform privacy practices before allowing their child to use them in 2024–2025.[79]
Crisis Management in the entertainment and gaming sector (sector benchmark)
- 69% of business leaders said their organization had experienced a corporate crisis in the previous five years, while 29% had no staff dedicated to crisis preparedness, in 2019.[80]
- 83% of global corporate respondents reported having a crisis-management plan, while 66% felt confident their organization could withstand a reputational event, in a 2020 survey.[81]
- 69% of media and entertainment respondents said resolving high-business-impact outages took at least 30 minutes in 2025, and 33% said resolution took at least one hour.[82]
- 69% of media and entertainment respondents said detecting high-business-impact outages took at least 30 minutes in 2025.[82]
- 63.3% of media and entertainment organizations reported experiencing high-business-impact outages at least weekly in 2025, the highest rate among industries surveyed.[82]
15 Statistics
Globalization & Expansion
Expansion is tracked via market-share and credential snapshots; one 2026 licensing snapshot recorded 17 iGaming platform providers and 111 provider-credential relationships.
Globalization in the online casino industry
- 25% was online casino’s share of the total global casino market in 2024.[22]
- 29% of Entain’s 2025 online net gaming revenue excluding the United States came from the United Kingdom and Ireland.[23]
- 23% was the estimated year-on-year growth of the global online casino market in 2024, covering live, RNG and slots worldwide.[22]
- 17% was the estimated five-year compound annual growth rate of the global online betting and gaming market for 2021–2026.[23]
- 20% was live casino’s share of the global online casino market in 2024.[22]
Cultural adaptation in the online casino industry
- 61% was Playtech’s year-on-year revenue growth in the United States and Canada during 2025, reaching €48 million.[24]
- 11% was Entain’s estimated 2025–2028 compound annual growth rate for its Central and Eastern European online segment covering Poland and Croatia.[23]
- 12% was Entain’s estimated 2025–2028 compound annual growth rate for its United States online market segment.[23]
- 3% was the estimated underlying year-on-year growth of Entain’s United Kingdom online market in 2025.[23]
- 10% was Entain’s estimated 2025–2028 compound annual growth rate for its International online market segment, including Brazil, Australia and Italy.[23]
Supplier management in the online casino industry
- 58.4% of total online gross gaming revenue was estimated to come from mobile gaming in 2025.[16]
- 35.4% of total online gross gaming revenue was attributed to casino in Intralot’s 2025 market analysis.[16]
- 17 iGaming platform providers and 111 provider-credential relationships were recorded in a 2026 industry licensing snapshot.[83]
- 91 active grouped supplier-credential records were identified in the same 2026 iGaming platform snapshot.[83]
- 102 conservatively grouped supplier-credential records were identified in the same 2026 iGaming platform snapshot.[83]
Stakeholder management in the online casino industry
- $496.9 million was Spin’s North American revenue for the year ended December 31, 2024.[84]
- 158,417 monthly active customers were recorded by Spin in North America for the year ended December 31, 2024.[84]
- 15.7% was Spin’s year-on-year North American revenue increase in 2024.[84]
- 14.7% was the year-on-year increase in Spin’s monthly active customers in North America during 2024.[84]
Distribution channels in the online casino industry
- 66.7% was the estimated mobile share of total online gross gaming revenue in 2030.[16]
- 24.7% was Evolution’s estimated five-year compound annual growth rate for live casino through 2024.[22]
- 203.9 billion euros was the estimated mobile gaming gross gaming revenue in 2030.[16]
- 22.7% was Evolution’s estimated five-year compound annual growth rate for RNG casino through 2024.[22]
- 111.5 billion euros was the estimated mobile gaming gross gaming revenue in 2025.[16]
Key questions about the Online Casino Industry
How fast is the online casino market growing from 2025 to 2030?
What technology shift is most evident in the online casino sector by 2026?
Which companies lead the online casino industry?
How is the regulated market concentrated in the United States?
What does the United Kingdom’s tax change mean for operator economics in 2026?
Cite This Report
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Christopher Morgan. (2026, February 13). Online Casino Industry Statistics. Gitnux. https://gitnux.org/online-casino-industry-statistics
Christopher Morgan. "Online Casino Industry Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/online-casino-industry-statistics.
Christopher Morgan. 2026. "Online Casino Industry Statistics." Gitnux. https://gitnux.org/online-casino-industry-statistics.
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Social media in the online casino industry