1. Global Skill Gaming Market Introduction
The global skill gaming market value will be $18874.50 million in 2024 with a CAGR of 13.86% from 2024 to 2029. Skill gaming, also known as games of skill, refers to games where the outcome is determined by the player’s physical or mental abilities rather than chance. These games encompass a wide range of activities, from collectible card games and contract bridges to backgammon and various online competitions that reward players based on their strategic thinking, trivia knowledge, and reflexes.
The skill gaming market’s growth can be attributed to the increasing demand for interactive and engaging gaming experiences, the proliferation of smartphones and tablets, and the growing popularity of online gaming platforms. The skill gaming market is segmented by type into card and board games, fantasy sports, dice games, domino/tile games, arcade games, puzzle games, and others. Each segment has its growth trajectory, with card and board games and fantasy sports leading the market in terms of revenue share. The skill gaming market is also segmented by application, with a near-equal split between male and female gamers, indicating a broad appeal across different demographics.
Global Skill Gaming Market Revenue (M USD) in 2024
2. Driving Factors of Skill Gaming Market
Several factors are propelling the growth of the skill gaming market. The booming game industry, driven by the love for competitive play and the potential to earn money based on skill, is a significant market driver. The widespread adoption of the internet and mobile devices has made skill games more accessible, with the number of smartphone users in China reaching 860 million and in the United States reaching 240 million. This accessibility, coupled with advancements in VR, AR, and AI technologies, has led to more refined graphics and richer gameplay experiences, attracting a new generation of gamers.
3. Limiting Factors of Skill Gaming Market
Despite the promising growth, the skill gaming market faces certain challenges. Strict industry regulations and the need for compliance with ever-changing legal restrictions pose a significant hurdle. The protection of minors and anti-addiction measures are prioritized by governments, leading to high compliance costs for companies. Additionally, the industry faces fierce competition, with traditional gaming giants holding substantial market share and smaller, more agile companies vying for consumer attention. The rise of alternative entertainment methods, such as streaming media and e-commerce, has also encroached on the time and disposable income available for skill gaming, intensifying market competition.
The global skill gaming market is poised for robust growth. While the market’s expansion is spurred by the burgeoning game industry and technological advancements, it is also confronted with regulatory challenges and market competition. Understanding these dynamics is crucial for stakeholders to navigate the market effectively and capitalize on the opportunities presented by the skill gaming sector.
4. Global Skill Gaming Market Segment Analysis
Product Types Analysis
The global skill gaming market is diversifying, with various product types catering to different segments of the gaming community.
Card and Board Games: These traditional games, now digitized, maintain a significant share of the market. In 2024, they are projected to generate revenues of $7230.36 million, holding the largest market share with 38.31%.
Fantasy Sports: Engaging fans to create virtual teams based on real players’ performances, fantasy sports are expected to reach $3621.06 million in 2024, indicating strong growth potential.
Dice Games: Simple yet engaging, dice games are anticipated to generate $651.37 million in 2024, reflecting a rapid growth rate.
Domino/Tile Games: With a CAGR of 16.83%, domino and tile games are projected to reach $847.80 million in 2024, showing a steady increase in revenue.
Arcade Games: These skill-based games are expected to generate $3248.37 million in 2024, maintaining a significant market presence.
Puzzle Games: Challenging the mind, puzzle games are forecasted to reach $2699.18 million in 2024, indicating a growing market share.
Others: This category includes lesser-known or emerging skill gaming types and is projected to generate $576.36 million in 2024.
Among these product types, Card and Board Games have the biggest market share, driven by their widespread appeal and the nostalgia factor. However, Dice Games exhibit the fastest growth rate, owing to their simplicity and the ease with which they can be adapted to digital platforms, attracting a new generation of gamers seeking quick and engaging entertainment.
Application Analysis
The skill gaming market is also segmented by application, targeting different demographics.
Man: Targeting male gamers, this segment is expected to account for $10720.97 million in 2024. The Man segment will hold the biggest market share, reflecting the traditional dominance of male gamers in the skill gaming community.
Woman: With a focus on female gamers, this segment is projected to reach USD 8153.53 million in 2024, indicating a faster growth rate compared to the male demographic. The Women segment shows the fastest growing rate, suggesting a significant shift towards gender inclusivity and the empowerment of female gamers in the industry. This growth is attributed to the increasing number of games designed to cater to female preferences, the rise of female esports athletes, and a broader recognition of the skill and competitiveness of female gamers.
The global skill gaming market is characterized by a diverse range of product types and applications, each contributing to its dynamic growth. In terms of product types, card and board games dominate the market, while dice games are the fastest-growing segment. When it comes to applications, the male demographic accounts for the largest share, but the female segment is experiencing the most rapid expansion. As the market continues to evolve, understanding these trends is crucial for developers and investors to capitalize on the opportunities presented by the global skill gaming industry.
Market Revenue and Share by Segment
Market Revenue (M USD) | Market Share in 2024 | ||
By Type | Card and Board Games | 7230.36 | 38.31% |
Fantasy sports | 3621.06 | 19.18% | |
Dice Games | 651.37 | 3.45% | |
Domino/tile Games | 847.80 | 4.49% | |
Arcade Games | 3248.37 | 17.21% | |
Puzzle Games | 2699.18 | 14.30% | |
Others | 576.36 | 3.05% | |
By Application | Man | 10720.97 | 56.80% |
Woman | 8153.53 | 43.20% |
5. Regional Revenue Skill Gaming Market Analysis
The global skill gaming market is experiencing robust growth across various regions, driven by increasing consumer demand, technological advancements, and the proliferation of mobile gaming platforms.
United States: The U.S. is expected to remain the second-largest regional market for skill gaming, with a revenue forecast of $4606.27 million in 2024. The U.S. market benefits from a well-established gaming infrastructure, a large consumer base, and a growing acceptance of online gaming, particularly in states where regulations have been relaxed.
Europe: Europe is projected to generate the largest revenue of $7912.19 million in 2024. The region has a diverse gaming culture, with countries like the UK, Germany, and Sweden leading in skill gaming participation. The European market is characterized by a mix of traditional and digital gaming, with strong regulatory frameworks that support the industry’s growth.
China: The Chinese skill gaming market is anticipated to reach $1034.59 million in 2024. Despite strict regulations surrounding online gaming, the demand for skill-based games remains high, particularly among younger demographics. The growth is further supported by the rising popularity of mobile gaming.
Japan: Japan is projected to generate $500.60 million in 2024. The country has a unique gaming culture, with a strong emphasis on mobile and arcade games. The skill gaming market in Japan is gradually expanding, driven by technological innovations and a growing acceptance of online platforms.
India: The Indian market is expected to reach $1766.65 million in 2024, showcasing significant growth potential. With a rapidly growing internet user base and increasing smartphone penetration, India is becoming a hotspot for skill gaming, particularly in fantasy sports and casual gaming.
Southeast Asia: This region is projected to generate $415.54 million in 2024. The Southeast Asian market is characterized by a young population and increasing access to mobile devices, which is driving the growth of skill gaming.
Latin America: Expected to reach $1023.0 million in 2024, Latin America is gradually embracing skill gaming, with countries like Brazil and Mexico leading the charge. The region’s growth is supported by increasing internet connectivity and a growing gaming culture.
Middle East and Africa: This region is projected to generate $656.83 million in 2024. While still in its nascent stages, the skill gaming market in the Middle East and Africa is beginning to gain traction, driven by increasing smartphone usage and a young population eager for entertainment options.
In summary, Europe remains the biggest regional market for skill gaming by revenue, while India is identified as the fastest-growing region, fueled by its expanding digital landscape and increasing acceptance of online gaming.
Global Skill Gaming Market Revenue (M USD) by Region in 2024
6. Analysis of Top Five Companies in the Skill Gaming Market
Company Introduction and Business Overview: Flutter Entertainment is a leading global sports betting and gaming company, established in 2016. It operates several well-known brands, including FanDuel, PokerStars, and Paddy Power. The company focuses on providing a diverse range of gaming experiences, from traditional betting to innovative online gaming solutions.
Products Offered: Flutter offers a variety of products, including sports betting, casino games, poker, and fantasy sports. Their platforms cater to a wide audience, providing engaging and competitive gaming experiences.
Sales Revenue: In the latest financial year, Flutter Entertainment reported a revenue of USD 3207.70 million, reflecting its strong market position and diverse product offerings.
Company Introduction and Business Overview: Founded in 2000, Bet365 is one of the world’s leading online gambling companies, known for its comprehensive sports betting platform. The company has established a strong reputation for its user-friendly interface and extensive market coverage.
Products Offered: Bet365 provides a wide range of products, including sports betting, live betting, casino games, and poker. The platform is designed to cater to both casual and professional gamblers, offering various betting options and promotions.
Sales Revenue: In the latest year, Bet365 reported a revenue of USD 1419.39 million, showcasing its significant presence in the global gaming market.
Company Introduction and Business Overview: Entain plc, formerly known as GVC Holdings, is a multinational sports betting and gaming company established in 2004. The company is listed on the London Stock Exchange and operates several well-known brands, including bwin, Coral, and PartyPoker.
Products Offered: Entain offers a diverse range of gaming products, including sports betting, casino games, poker, and bingo. The company focuses on providing a safe and responsible gaming environment for its customers.
Sales Revenue: In the latest financial year, Entain reported a revenue of USD 936.84 million, reflecting its strong market presence and commitment to innovation.
Company Introduction and Business Overview: DraftKings is an American daily fantasy sports contest and sports betting company, founded in 2012. The company has rapidly grown to become a leader in the fantasy sports market and has expanded its offerings to include sports betting.
Products Offered: DraftKings provides a variety of fantasy sports contests, including daily and weekly competitions across multiple sports. The platform also offers sports betting services, allowing users to place wagers on various sporting events.
Sales Revenue: In the latest year, DraftKings reported a revenue of USD 870.15 million, demonstrating its rapid growth and popularity among sports enthusiasts.
Company Introduction and Business Overview: Skillz is a leading mobile gaming platform that connects players in fair and competitive environments. Established in 2012, the company focuses on providing skill-based gaming experiences and has gained recognition for its innovative approach to mobile gaming.
Products Offered: Skillz offers a variety of skill-based games, including card games, puzzle games, and arcade games. The platform enables players to compete for cash prizes, enhancing the competitive gaming experience.
Sales Revenue: In the latest financial year, Skillz reported a revenue of USD 412.32 million, highlighting its position as a prominent player in the mobile gaming industry.
Major Players
Company Name | Sales Region |
Flutter Entertainment plc | Mainly in Asia, Europe and North America |
Bet365 | Mainly in Europe |
Entain plc | Mainly in Asia, Europe and North America |
DraftKings | Mainly in North America |
Skillz | Mainly in Europe and North America |
Dream11 | Mainly in India |
888 Holdings Plc | Mainly in EMEA, Americas |
Games24x7 | Mainly in India and US |
Mobile Premier League | Mainly in India |
GAN – GameAccount Network | Mainly in Europe and North America |
GameDuell | Mainly in Europe and North America |
AviaGames | Mainly in North America |
Arkadium, Inc. | Mainly in North America |
Game TACO | Mainly in Americas and India |
WinZO Games | Mainly in Asia |
CreatioSoft Solutions | Mainly in India and US |
Double Coconut | Mainly in North America |
Betproduct LTD | Mainly in North America and Europe |
Challenger Interactive | Mainly in the US |
Players’ Lounge | Mainly in the US |
9stacks | Mainly in India |
1 Skill Gaming Market Overview
1.1 Product Overview and Scope of Skill Gaming
1.2 Skill Gaming Market Segment by Type
1.2.1 Global Skill Gaming Market Revenue and CAGR (%) Comparison by Type (2017 VS 2021 VS 2029)
1.3 Global Skill Gaming Market Segment by Application
1.3.1 Skill Gaming Market Consumption (Value) Comparison by Application (2017 VS 2021 VS 2029)
1.4 Global Skill Gaming Market, Region Wise (2017-2029)
1.4.1 Global Skill Gaming Market Size (Value) Comparison by Region (2017-2022)
1.4.2 United States Skill Gaming Market Status and Prospect (2017-2029)
1.4.3 Europe Skill Gaming Market Status and Prospect (2017-2029)
1.4.4 China Skill Gaming Market Status and Prospect (2017-2029)
1.4.5 Japan Skill Gaming Market Status and Prospect (2017-2029)
1.4.6 India Skill Gaming Market Status and Prospect (2017-2029)
1.4.7 Southeast Asia Skill Gaming Market Status and Prospect (2017-2029)
1.4.8 Latin America Skill Gaming Market Status and Prospect (2017-2029)
1.4.9 Middle East and Africa Skill Gaming Market Status and Prospect (2017-2029)
1.5 Global Market Size (Value) of Skill Gaming (2017-2029)
1.6 Influence of Regional Conflicts on the Skill Gaming Industry
1.7 Impact of Carbon Neutrality on the Skill Gaming Industry
2 Upstream and Downstream Analysis
2.1 Skill Gaming Industrial Chain Analysis
2.2 Downstream Buyers
2.3 Business Cost Structure Analysis of Skill Gaming
2.4 Labor Cost Analysis
2.4.1 Definition of Labor Cost
2.4.2 Labor Cost of North America
2.4.3 Labor Cost of Europe
2.4.4 Labor Cost of Asia-Pacific
2.4.5 Labor Cost of South America
2.4.6 Labor Cost of Middle East
2.4.7 Labor Cost of Africa
2.5 Marketing Cost Analysis
3 Players Profiles
3.1 Flutter Entertainment plc
3.1.1 Flutter Entertainment plc Basic Information, Sales Area and Competitors
3.1.2 Skill Gaming Product Profiles, Application and Specification
3.1.3 Flutter Entertainment plc Skill Gaming Market Performance (2017-2022)
3.1.4 Flutter Entertainment plc Business Overview
3.1.5 Strategies for Company to Overcome the Challenges of COVID-19
3.2 Bet365
3.2.1 Bet365 Basic Information, Sales Area and Competitors
3.2.2 Skill Gaming Product Profiles, Application and Specification
3.2.3 Bet365 Skill Gaming Market Performance (2017-2022)
3.2.4 Bet365 Business Overview
3.2.5 Strategies for Company to Overcome the Challenges of COVID-19
3.3 Entain plc
3.3.1 Entain plc Basic Information, Sales Area and Competitors
3.3.2 Skill Gaming Product Profiles, Application and Specification
3.3.3 Entain plc Skill Gaming Market Performance (2017-2022)
3.3.4 Entain plc Business Overview
3.3.5 Strategies for Company to Overcome the Challenges of COVID-19
3.4 DraftKings
3.4.1 DraftKings Basic Information, Sales Area and Competitors
3.4.2 Skill Gaming Product Profiles, Application and Specification
3.4.3 DraftKings Skill Gaming Market Performance (2017-2022)
3.4.4 DraftKings Business Overview
3.5 Skillz
3.5.1 Skillz Basic Information, Sales Area and Competitors
3.5.2 Skill Gaming Product Profiles, Application and Specification
3.5.3 Skillz Skill Gaming Market Performance (2017-2022)
3.5.4 Skillz Business Overview
3.6 Dream11
3.6.1 Dream11 Basic Information, Sales Area and Competitors
3.6.2 Skill Gaming Product Profiles, Application and Specification
3.6.3 Dream11 Skill Gaming Market Performance (2017-2022)
3.6.4 Dream11 Business Overview
3.7 888 Holdings Plc
3.7.1 888 Holdings Plc Basic Information, Sales Area and Competitors
3.7.2 Skill Gaming Product Profiles, Application and Specification
3.7.3 888 Holdings Plc Skill Gaming Market Performance (2017-2022)
3.7.4 888 Holdings Plc Business Overview
3.8 Games24x7
3.8.1 Games24x7 Basic Information, Sales Area and Competitors
3.8.2 Skill Gaming Product Profiles, Application and Specification
3.8.3 Games24x7 Skill Gaming Market Performance (2017-2022)
3.8.4 Games24x7 Business Overview
3.9 Mobile Premier League
3.9.1 Mobile Premier League Basic Information, Sales Area and Competitors
3.9.2 Skill Gaming Product Profiles, Application and Specification
3.9.3 Mobile Premier League Skill Gaming Market Performance (2018-2022)
3.9.4 Mobile Premier League Business Overview
3.10 GAN – GameAccount Network
3.10.1 GAN – GameAccount Network Basic Information, Sales Area and Competitors
3.10.2 Skill Gaming Product Profiles, Application and Specification
3.10.3 GAN – GameAccount Network Skill Gaming Market Performance (2017-2022)
3.10.4 GAN – GameAccount Network Business Overview
3.11 GameDuell
3.11.1 GameDuell Basic Information, Sales Area and Competitors
3.11.2 Skill Gaming Product Profiles, Application and Specification
3.11.3 GameDuell Skill Gaming Market Performance (2017-2022)
3.11.4 GameDuell Business Overview
3.12 AviaGames
3.12.1 AviaGames Basic Information, Sales Area and Competitors
3.12.2 Skill Gaming Product Profiles, Application and Specification
3.12.3 AviaGames Skill Gaming Market Performance (2017-2022)
3.12.4 AviaGames Business Overview
3.13 Arkadium, Inc.
3.13.1 Arkadium, Inc. Basic Information, Sales Area and Competitors
3.13.2 Skill Gaming Product Profiles, Application and Specification
3.13.3 Arkadium, Inc. Skill Gaming Market Performance (2017-2022)
3.13.4 Arkadium, Inc. Business Overview
3.14 Game TACO
3.14.1 Game TACO Basic Information, Sales Area and Competitors
3.14.2 Skill Gaming Product Profiles, Application and Specification
3.14.3 Game TACO Skill Gaming Market Performance (2017-2022)
3.14.4 Game TACO Business Overview
3.15 WinZO Games
3.15.1 WinZO Games Basic Information, Sales Area and Competitors
3.15.2 Skill Gaming Product Profiles, Application and Specification
3.15.3 WinZO Games Skill Gaming Market Performance (2018-2022)
3.15.4 WinZO Games Business Overview
3.16 CreatioSoft Solutions
3.16.1 CreatioSoft Solutions Basic Information, Sales Area and Competitors
3.16.2 Skill Gaming Product Profiles, Application and Specification
3.16.3 CreatioSoft Solutions Skill Gaming Market Performance (2017-2022)
3.16.4 CreatioSoft Solutions Business Overview
3.17 Double Coconut
3.17.1 Double Coconut Basic Information, Sales Area and Competitors
3.17.2 Skill Gaming Product Profiles, Application and Specification
3.17.3 Double Coconut Skill Gaming Market Performance (2017-2022)
3.17.4 Double Coconut Business Overview
3.18 Betproduct LTD
3.18.1 Betproduct LTD Basic Information, Sales Area and Competitors
3.18.2 Skill Gaming Product Profiles, Application and Specification
3.18.3 Betproduct LTD Skill Gaming Market Performance (2017-2022)
3.18.4 Betproduct LTD Business Overview
3.19 Challenger Interactive
3.19.1 Challenger Interactive Basic Information, Sales Area and Competitors
3.19.2 Skill Gaming Product Profiles, Application and Specification
3.19.3 Challenger Interactive Skill Gaming Market Performance (2018-2022)
3.19.4 Challenger Interactive Business Overview
3.20 Players’ Lounge
3.20.1 Players’ Lounge Basic Information, Sales Area and Competitors
3.20.2 Skill Gaming Product Profiles, Application and Specification
3.20.3 Players’ Lounge Skill Gaming Market Performance (2018-2022)
3.20.4 Players’ Lounge Business Overview
3.21 9stacks
3.21.1 9stacks Basic Information, Sales Area and Competitors
3.21.2 Skill Gaming Product Profiles, Application and Specification
3.21.3 9stacks Skill Gaming Market Performance (2017-2022)
3.21.4 9stacks Business Overview
4 Global Skill Gaming Market Landscape by Player
4.1 Global Skill Gaming Revenue and Market Share by Player (2017-2022)
4.2 Skill Gaming Market Competitive Situation and Trends
4.2.1 Skill Gaming Market Concentration Rate
4.2.2 Skill Gaming Market Share of Top 3 and Top 6 Players
4.2.3 Mergers & Acquisitions, Expansion
5 Global Skill Gaming Revenue by Type
5.1 Global Skill Gaming Revenue and Market Share by Type
5.2 Global Skill Gaming Revenue and Growth Rate by Type (2017-2022)
5.2.1 Global Skill Gaming Revenue and Growth Rate of Card and Board Games (2017-2022)
5.2.2 Global Skill Gaming Revenue Growth Rate of Fantasy Sports (2017-2022)
5.2.3 Global Skill Gaming Revenue Growth Rate of Dice Games (2017-2022)
5.2.4 Global Skill Gaming Revenue Growth Rate of Domino/tile Games (2017-2022)
5.2.5 Global Skill Gaming Revenue Growth Rate of Arcade Games (2017-2022)
5.2.6 Global Skill Gaming Revenue Growth Rate of Puzzle Games (2017-2022)
6 Global Skill Gaming Market Analysis by Application
6.1 Global Skill Gaming Consumption Value and Market Share by Application (2017-2022)
6.2 Global Skill Gaming Consumption Value and Growth Rate by Application (2017-2022)
6.2.1 Global Skill Gaming Consumption Value and Growth Rate of Man (2017-2022)
6.2.2 Global Skill Gaming Consumption Value and Growth Rate of Woman (2017-2022)
7 Global Skill Gaming Revenue, Region Wise (2017-2022)
7.1 Global Skill Gaming Revenue and Market Share, Region Wise (2017-2022)
7.2 Global Skill Gaming Value and Gross Margin (2017-2022)
7.3 United States Skill Gaming Value and Gross Margin (2017-2022)
7.3.1 United States Skill Gaming Market Under COVID-19
7.4 Europe Skill Gaming Value and Gross Margin (2017-2022)
7.4.1 Europe Skill Gaming Market Under COVID-19
7.5 China Skill Gaming Value and Gross Margin (2017-2022)
7.5.1 China Skill Gaming Market Under COVID-19
7.6 Japan Skill Gaming Value and Gross Margin (2017-2022)
7.6.1 Japan Skill Gaming Market Under COVID-19
7.7 India Skill Gaming Value and Gross Margin (2017-2022)
7.7.1 India Skill Gaming Market Under COVID-19
7.8 Southeast Asia Skill Gaming Value and Gross Margin (2017-2022)
7.8.1 Southeast Asia Skill Gaming Market Under COVID-19
7.9 Latin America Skill Gaming Value and Gross Margin (2017-2022)
7.9.1 Latin America Skill Gaming Market Under COVID-19
7.10 Middle East and Africa Skill Gaming Value and Gross Margin (2017-2022)
7.10.1 Middle East and Africa Skill Gaming Market Under COVID-19
8 Global Skill Gaming Market Forecast (2022-2029)
8.1 Global Skill Gaming Revenue Forecast (2022-2029)
8.2 Global Skill Gaming Revenue Forecast, Region Wise (2022-2029)
8.2.1 United States Skill Gaming Revenue Forecast (2022-2029)
8.2.2 Europe Skill Gaming Revenue Forecast (2022-2029)
8.2.3 China Skill Gaming Revenue Forecast (2022-2029)
8.2.4 Japan Skill Gaming Revenue Forecast (2022-2029)
8.2.5 India Skill Gaming Revenue Forecast (2022-2029)
8.2.6 Southeast Asia Skill Gaming Revenue Forecast (2022-2029)
8.2.7 Latin America Skill Gaming Revenue Forecast (2022-2029)
8.2.8 Middle East and Africa Skill Gaming Revenue Forecast (2022-2029)
8.3 Global Skill Gaming Revenue Forecast by Type (2022-2029)
8.3.1 Global Skill Gaming Revenue and Growth Rate of Card and Board Games (2022-2029)
8.3.2 Global Skill Gaming Revenue and Growth Rate of Fantasy Sports (2022-2029)
8.3.3 Global Skill Gaming Revenue and Growth Rate of Dice Games (2022-2029)
8.3.4 Global Skill Gaming Revenue and Growth Rate of Domino/tile Games (2022-2029)
8.3.5 Global Skill Gaming Revenue and Growth Rate of Arcade Games (2022-2029)
8.3.6 Global Skill Gaming Revenue and Growth Rate of Puzzle Games (2022-2029)
8.4 Global Skill Gaming Consumption Value Forecast by Application (2022-2029)
8.4.1 Global Skill Gaming Consumption Value and Growth Rate of Man (2022-2029)
8.4.2 Global Skill Gaming Consumption Value and Growth Rate of Woman (2022-2029)
8.5 Skill Gaming Market Forecast Under COVID-19
9 Industry Outlook
9.1 Skill Gaming Market Drivers Analysis
9.2 Skill Gaming Market Restraints and Challenges
9.3 Skill Gaming Market Opportunities Analysis
9.4 Emerging Market Trends
9.5 Skill Gaming Industry Technology Status and Trends
9.6 News of Product Release
9.7 Consumer Preference Analysis
9.8 Skill Gaming Industry Development Trends under COVID-19 Outbreak
9.8.1 Global COVID-19 Status Overview
9.8.2 Influence of COVID-19 Outbreak on Skill Gaming Industry Development
10 Research Findings and Conclusion
11 Appendix
11.1 Methodology
11.2 Research Data Source
11.2.1 Secondary Data
11.2.2 Primary Data
11.2.3 Market Size Estimation
11.2.4 Legal Disclaimer
11.2.5 Abbreviation