Rise of Esports Betting: How Esports Became a Multi-Billion Dollar Business

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Esports is on the rise. It’s leveling up. It’s booming. It’s fast approaching boss level. Officially recognized by the International Olympic Committee, esports comes with deep pockets, energy, engagement, and youth on its side. Not surprisingly, sponsors are lining up to grab a piece of the action.

In 2024, the inaugural Esports World Cup (EWC) was held in Riyadh. As the dust settled on the Paris Olympics, the fast-fingered and furious gathered in the Saudi Arabian capital to compete in 21 different game-specific events, including Call of Duty, Modern Warfare, Fortnite, Tekken, and StarCraft.

And where there is money and competition, someone is making a bet. Nearly every mainstream gambling platform now offers players a wide range of esports betting markets, props, and lines.

Quick Insights

  • In the past decade, esports has boomed into a multi-billion dollar industry.
  • Sportsbooks were slow to catch on, but esports is ubiquitous on betting sites today.
  • Pinnacle was the esports betting pioneer – the first online sportsbook to get serious about esports.
  • Twitch scratched that esports itch. Once again, innovation equals inspiration.
  • Olympic acceptance is the ultimate level up – gaming for gold.
  • The US leads the world when it comes to esports.

Level One: Pong, Invaders & Atari

The rise of esports is a global phenomenon. It’s not surprising; video gaming is an industry driven by technological evolution. It shows no sign of slowing down any time soon.

In the 1970s, the very first consoles appeared, featuring ball and paddle games like Pong, Breakout, and Rebound. By the end of the decade, the introduction of the game cartridge was a seismic shift for the industry, enabling players to switch between different games on the same console.

The Atari 2600 was the dominant console, selling more than 30 million units. One of its most popular games was its version of Taito’s iconic arcade game Space Invaders.

The First Official Tournament

Atari's Space Invaders World Championship from 1980–1981
Atari’s Space Invaders World Championship from 1980–1981. Source: International Journal of Communication

In 1981, Atari organized a Space Invaders Championship:

  • It attracted more than 10,000 competitors from all over the world.
  • Four finalists were selected to a space-off (sic) at the grand final in New York.
  • The winner was 17-year-old Rebecca Heinemann (William Heinemann at the time) who won an Asteroids Deluxe $2,000 table video game.
  • She was the first person to win a multiplayer national video gaming tournament.
  • Heinemann was not only the first esports champion; she also went on to have a career as a video game designer and programmer.

In the following years, the console and game developers hosted a range of different events and tournaments, always focused on a specific game or console.

Donkey Kong, Street Fighter, Mortal Kombat, and Golden Eye were a few of the popular games selected for competitive tournaments.

Level Two: High Scores, Stats & Tourneys

To be a bookmaker, you need to understand form, statistics, and data. Information is how you price a bet and set the line.

In the early days of esports history, there was no recorded information. It was a blank canvas; there was no ‘form’ to study.

In 1981, futures trader Walter Day bought a video game arcade called Twin Galaxies in Iowa. Day was inspired by a Time magazine article about the growth of gaming to create a definite database of video game high scores. He named the database after his arcade: Twin Galaxies.

Day traveled across the US accumulating data, as well as taking dozens of phone calls every day (pre-internet!). Within six months, Twin Galaxies was recognized as the definitive source of high scores. Day was hailed as the ‘King of Video Game Stats.’

Magazines and publishers used his data. In 1983, Day was the official verified video game score supplier to Guinness World Records.

Now, thanks to the existence of a definitive record, competitive gamers have benchmarks and goals – something to aspire to, achieve, and beat.

The Twin Galaxies database also enabled the inauguration of the industry’s first super gamer Billy Mitchell, who took the crown with a perfect score on Pac-Man, as well as the highest-ever Donkey Kong score. But this was not without controversy in later years, with allegations of cheating.

Level Three: First Esports Leagues

In the 1990s, online gaming and gambling both finally arrived at the party.

PC games offered players serious computer power and internet connectivity; multiplayer, collaborative gaming was de rigueur, with teams able to play, collaborate, and communicate in real time.

This connectivity led to the formation of the first esports leagues and tourneys, including:

  • The Professional Gamers League (PGL)
  • The Cyberathlete Professional League (CPL)
  • ClanBase
  • QuakeCon

Although both the PGL and CPL have been superseded, QuakeCon is still a thing, with thousands of competitors heading to Texas, every year, with their own computers, to play classic games like Doom and (of course) Quake.

By the end of the millennium, video gaming was popular, ubiquitous, and here to stay; television shows like GamesMaster and Bad Influence showcased the latest video games, with live play and competition.

There were dozens of esports tournaments in play, many of which still compete today.

Level Four: First Bets & Exponential Growth

Online sports betting arrived in 1998, when Austrian-based sportsbook Intertops accepted the first internet bet. Decades later, esports betting sites now offer markets on all the major competitions.

Owners could see the potential but didn’t have the necessary knowledge to offer odds. In the early days, there was very little interest in esports betting. Some books did offer very low stakes, low-risk props, but the take-up was low.

In 2010, Pinnacle was the first online sportsbook to get serious about esports betting, offering lines on the legacy esports title StarCraft 2.

By 2014, Pinnacle had processed more than one million esports bets. More online sportsbooks were quick to follow, eager to capture a share of this valuable market.

In South Korea, high-speed broadband, combined with the popularity of LAN gaming centers and internet cafes, led to the foundation of the Korean e-Sports Association, a branch of the official Ministry of Culture, Sports, and Tourism.

It was the first step towards making esports a real, widely recognized, official sporting event.

Esports were now defined by different types and categories, including:

  • Multiplayer Online Battle Arena (MOBA) events, including classics like League of Legends and Dota 2
  • First-person shooter (FPS) games like Modern Warfare, Halo, and Call of Duty
  • One-to-one fighter games like Mortal Kombat, Street Fighter, and Super Smash Bros
  • Sports Games like Madden and NBA2K
  • Other events, including card games like Pokemon and real-time strategy

Level Five: Twitch & Betting

The first televised esports event took place in 2006, when the USA Network broadcast a Halo 2 tournament. It didn’t catch on.

It would take technological innovation and evolution to put the world of esports into hyperdrive. This was sped up rapidly with the 2011 arrival of the live-streaming platform Twitch, which gave people immediate access to competitive gaming.

If you were a fan of games like League of Legends, Dota 2, and Counter-Strike, you could now watch the masters at play and chat with them.

  • In 2011, the first League of Legends World Championship (LoLWC) was held in Sweden with a $10,000 prize pool.
  • Just one year later, Los Angeles hosted the event, with a live audience of 10,000 and a million-dollar prize pool.
  • In 2017, the LoLWC tournament had a viewership of 60 million, higher than the totals for both the MLB and the NBA.

Betting on esports is also now firmly established. The sportsbooks have the data, the experts, and the traffic volume.

Players of yesteryear are now grown and happy to add a little action to the tournament play by putting their money where someone else’s mouse is.

According to Statista, the global revenue in the esports betting market will continuously increase between 2025 and 2029. After the 12th consecutive year of growth, the revenue is estimated to reach $3.5 billion in 2029.

Bar graph showing global eSports betting market revenue growth from 2017 to 2029, rising from 9.23 million to ,462.06 million.
Esports betting market revenue worldwide, 2017-2029. Source: Statista

Level Six: Olympic Ambitions Achieved

You can debate endlessly about the sporting nature of esports and esports history. Is it vaguely athletic? The International Olympic Committee (IOC) certainly considers esports to be a sport.

The fact is that to be exceptional, you need to practice – a lot.

Modern gamers have professional coaches, nutritionists, and doctors helping them work on their posture and mental health.

The IOC has been collaborating with many international esports federations to create the Olympic Esports Series. It recently announced that it will host the inaugural Olympic Esports Games in Saudi Arabia in 2027.

The Saudi Arabian Minister of Sport, HRH Prince Abdulaziz bin Turki Al Faisal, said:

“Saudi Arabia is hugely excited by the prospect of partnering with the IOC and helping to welcome a completely new era for international sport. We believe that to take part in the Olympic Games is one of the greatest honors any athlete can achieve.”

Level Seven: Big Opportunities & Sponsorships

The Esports World Cup (EWC) is the most significant gaming event ever staged. It is a multi-genre competition involving many of the world’s top organizations, including Gen.G, Fnatic, G2 Esports, FlyQuest, and T1.

The EWC is providing a sponsorship opportunity for more than 20 major brands, including big hitters like Adidas, Pepsi, Amazon, and Sony, showcasing the cutting edge of esports technology.

Other sponsors include large brands like BMW and Nike, as well as alcohol, energy drinks, and crypto-trading companies. It’s fair to say that the sponsorship situation is ‘fluid.’

Clearly, big-label brands want to associate with esports.

With the growth of the esports betting market, it was only a matter of time before the sportsbooks would be seeking out sponsorship deals with esports clubs and teams.

In 2021, half the esports teams in Dota 2 and CS: GO’s world championship events were sponsored by gambling companies.

Gambling companies actively sponsoring esports teams include Betway, Bitcasino.io, Parimatch, VBET, FUN88, Letou, Betway, and Jing Ji Bao.

To get an idea of the scale: The teams sponsored by gambling companies had over 25.8 million followers across three social media platforms.

Associating with esports is a brand benefit, according to Pinnacle’s Head of Esports, Alex McBride. He said:

“What makes esports unique is that fans follow their favorite teams and not necessarily their closest team like in soccer. If we can align our brand with their team, create content that appeals to those needs and create cool activations that add value to the team by association, then we’re ticking the boxes when it comes to creating a favorable experience between those fans and what we set out to achieve.”

Level Eight: Games for the Boys, Still

There is, however, a huge gender-based elephant in the room: the sport is very much the domain of young men, mostly under 25.

The best-known and highest-ranked female player is Sasha Hostyn, aka Scarlett; the 31-year-old Canadian is ranked 601st among top esports earners. Hostyn earned $472,111 from 283 tournaments.

Sasha “Scarlett” Hostyn proudly holds a shiny trophy inscribed with "2018 Intel Extreme Masters PyeongChang."
Sasha “Scarlett” Hostyn took home first place at the Olympics-sponsored Intel Extreme Masters tournament. Source: Polygon/Intel/ESL

The next highest-ranked female player is Xiaomeng Ki, aka Liooon, who is ranked 1,389th. It’s very much a man’s world when it comes to banking the big esports money.

According to escharts.com, there are 74,845 registered esports players as of March 2025; of which only 2,327 are female (3.1%).

Meanwhile, the highest-earning player is Johan Sundstein. The 31-year-old, who plays under the moniker NOtail, has gamed his way to more than $7.18 million from 130 tournaments.

The Danish-Faroese professional Dota player has played in four Internationals, winning in 2018 and 2019, as well as winning four major championships.

Level Nine: Where’s Next for the Future of Esports?

Behind the scenes, the Esports Integrity Commission (ESIC) is establishing regulation and oversight and laying the foundations for gambling and sponsorship.

In June 2024, the International Olympic Committee and ESIC established a collaboration “to combat corruption and other misconduct in esports.”

Friedrich Martens, Head of the OM Unit PMC at the IOC, said:

“With numerous IFs organizing esports competitions and the IOC planning to organize relevant competitions as well, we need to ensure that we have all the information and intelligence available to make sure that these competitions are free of manipulations or related breaches.”

Today, esports is a multi-billion dollar market with the potential for huge growth – especially in Asia.

  • Still, the United States is the largest esports market in the world, with an estimated revenue of $1.2 billion in 2025.
  • China, meanwhile, followed in the ranking with revenues amounting to $537 million.
  • In Europe, revenue in the esports market is projected to reach $1.6 billion in 2025.

The Bottom Line

Esports is the future. The average age of a typical fan is between 18 and 34. Players are aged between 20 and 25. Money is pouring into the sport from every direction: government, sponsors, gambling.

If little Johnny hasn’t emerged from his bedroom for six days because he’s taking a deep dive into Dota 2 – don’t sweat it. Send up some pizza, keep him happy, and get him a coach. He could be paying off your mortgage before he learns to drive a car.

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Paul Cullen
Casino Industry Expert
Paul Cullen
Casino Industry Expert

Paul Cullen is an industry veteran, with a track record that stretches back to day one. He started his career as a copywriter and creative for the world’s very first online sportsbook: Intertops.com. There was no one else. Since then, he has seen the industry evolve and grow, working at BetonSports, BetWWTS, Absolute Poker, Ultimate Bet, InterCasino, PartyGaming, Mansion, Bodog, Casino Choice, Costa Bingo and Casumo. The evolution of Internet gaming, the arrival of the online casino, the poker revolution, and the bingo boom. He’s got the t-shirt.

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