> For the complete documentation index, see [llms.txt](https://versus-x.gitbook.io/versus-x/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://versus-x.gitbook.io/versus-x/opportunity/market-data.md).

# Market data

#### iGaming market data

The iGaming platform market has grown rapidly in recent years, reaching $110.8 billion in 2025 and projected to grow to $130.52 billion in 2026 at a compound annual growth rate (CAGR) of 17.8%. This growth can be attributed to increasing global internet penetration, growing adoption of smartphones, a rising shift toward online gambling, expansion of digital payment solutions, and increasing availability of cloud-based gaming platforms.

Looking further ahead, the iGaming platform market is expected to reach $248.95 billion by 2030 at a CAGR of 17.5%. The growth in the forecast period can be attributed to growing adoption of artificial intelligence-powered personalization, rising demand for mobile-first gaming, increasing expansion of regulated online gambling markets, and growing use of advanced payment gateways. <sup>1</sup>

#### Skill gaming market data

The skill gaming market has grown from $43.99 billion in 2024 to $50.96 billion in 2025 at a CAGR of 15.9%. It is expected to reach $90.65 billion by 2029 at a CAGR of 15.5%. The growth anticipated in the forecast period is driven by increasing demand for interactive and competitive gaming experiences, rising investments by gaming companies in skill-based formats, and supportive regulatory developments in certain regions that favor skill gaming. <sup>2</sup>

There is clear momentum toward skill-based formats, with 55% of users preferring skill games over chance-based alternatives. <sup>3</sup>
