At the start of the 2020s, almost the entire sports-betting industry saw gambling on esports as the next big thing, but the industry has struggled to meet those lofty expectations.
Viewership of events such as the League of Legends World Championship soared to match some of the biggest traditional sporting events on the planet, and seemingly still had room to grow. Meanwhile, the popularity of competitive video gaming with younger audiences seemed to fill a gap for gambling operators relying on an ageing customer base.Â
It appeared to make sense that a betting audience around these events would naturally form, as it has for virtually all popular traditional sports.
Yet so far, esports betting has not exactly lived up to expectations.
Exact figures for the U.S. regulated esports market are hard to come by, partly because the vertical does not generate enough revenue to justify being broken out of the âother sportsâ miscellany that is included in certain states' official statistics on sports wagering revenue.
Golf, mixed martial arts (MMA) and even table tennis appear on some statesâ monthly wagering revenue reports, suggesting esports could be lagging behind even those less prominent sports for betting. Whatever the exact figures being wagered are, they are nowhere close to the big sports of football, basketball and soccer.
Is this driven by demand, with simply not enough people willing to bet on esports? Or by regulation, with state laws making it more difficult to get money down?
It may not be an either-or.
Brett Abarbanel, executive director of the International Gaming Institute at the University of Nevada, Las Vegas, notes that demand for esports betting can be seen in some areas, but the products often exist outside the regulated gambling space.
âWhere esports betting has been brought into the regulated market, itâs been brought in in a way that makes it look a lot like traditional sports betting,â Abarbanel said. âAnd thatâs really not the way that esports fans and gamers have been engaging with it.
âInstead, theyâre much more interested in engaging in digital spaces that donât fit so clearly into existing regulations.
âSo, the demographics that have an interest in esports betting, theyâre getting gambling, theyâre getting media, theyâre getting entertainment as a whole elsewhere. Theyâre not really going to go to a normal betting site; theyâre definitely not going to a physical sportsbook.â
In Abarbanelâs view, esports betting mostly exists as a part of a wider ecosystem for âdigital nativeâ young people. It often blends seamlessly with cryptocurrency, streaming, platforms like Discord and even within the mechanics of games themselves.
âLook at skin betting for example, itâs no longer getting talked about as much at conferences. There have been quite a few new verticals within that now,â Abarbanel said.
âNow that thereâs less attention it has blossomed, and there are still youth gambling issues associated. There are Roblox-type platforms, Metaverse-type platforms as well, where thereâs a lot of gambling activity.â
But any time gambling happens outside the regulated framework, there are going to be concerns about heightened risks and a lack of safeguards. Are those questions relevant here?
âI love an easy question, and thatâs a very easy question: the answer is yes,â Abarbanel said.
âSome entities that are out there are incorporating some form of responsible gambling. Maybe they have a phone number or some information on limits. But there are definitely concerns about underage exposure or big financial losses.â
The underage betting concerns are especially important given the demographics involved in esports betting, regulated or otherwise.
According to data provider Abios, a quarter of esports fans are 24 or under. Many professional players are under 21, or even under 18, as well.
Greg Gemignani, chair of the gaming practice at law firm Dickinson Wright, said the unregulated esports betting sector âharms the reputation of legitimate betting on esportsâ.Â
That makes it harder to convince lawmakers to consider a more esports-friendly regulated betting market.
According to Vixio GamblingCompliance research, U.S. states have in recent years trended toward recognizing esports within their sports-betting laws, with legislation or regulations allowing for esports wagering in a majority of states including New Jersey, Massachusetts, North Carolina and Ohio.
Still, esports betting is either expressly prohibited or not yet allowed in several major markets, including Indiana, Pennsylvania, Illinois and New York.
There are more specific regulatory issues, too.
Gemignani notes that a lack of higher-level oversight still poses a challenge, despite the rise of esports-specific integrity bodies like the Esports Integrity Commission (ESIC).Â
Without a name-brand league like the National Football League or the National Basketball Association, betting on esports events in many states is only approved on a case-by-case basis.
âThe issue is that in other major sports you have well-known leagues,â Gemignani said. âAnd these organizations sort of maintain a set of well-known and applied rules to the games. They police the games; they police the athletes.
âWith esports you donât have that kind of unifying oversight. And in most states if you donât have that then you need regulatory approval for each event.â
But even there, the issue comes back to demand. If large, regulated operators do not expect a huge amount of betting on esports, they are less likely to push so hard for change.
âYou still need a market for it, you still need demand,â Gemignani said. âYou need adult demand, from those who are eligible to wager. And I donât think thatâs quite there yet. Well, itâs there â but not anywhere near the level that itâs there for traditional sports.â
Advocacy is particularly important given that many state legislators and regulatory officials are often completely unaware of the existing market.
âPeople who run for office tend to be older. I wouldnât expect them to know what Dreamhack is,â Gemignani added.
If the current status of esports betting has a lot to do with how young people consume entertainment more broadly, bringing it more firmly into the regulated market will not be easy.Â
âIt's not easy but that doesnât mean we canât do anything,â Abarbanel said. âWe canât just stick our heads in the sand and say, âI give upâ. The biggest thing is we have to make sure we have education for not just regulators but also for the regulated industry.
âThe big first step we can take is that regulated folk, and regulators themselves are aware of these spaces and think about incorporating them into the regulated space. And that doesnât just mean legalizing. Some regulators might ban it. Thatâs normal. Some might write regulations to allow it.
âThe really big piece here is recognizing this transformation of digital consumption.â






