GCC Online gambling Market

ID: MRFR/ICT/59345-HCR
200 Pages
Apoorva Priyadarshi
Last Updated: April 06, 2026
GCC Online Gambling Market Research Report By Type (Online Bingo, Betting, Lottery, Casino, Poker) and By Device (Desktop, Mobile)-Forecast to 2035
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GCC Online gambling Market

Market Size

Forecast Period2025 - 2035
CAGR (2025 - 2035)9.85%
2024 Market Size$ 1,100 Million
2025 Market Size$ 1,208.35 Million
2035 Market Size$ 3,090 Million

Key Players

Flutter Entertainment
Entain
DraftKings
Bet365
William Hill
Kindred Group
Opportunities
  • Rise of E-Sports Betting
  • Evolving Consumer Preferences
  • Increased Internet Penetration
  1. 1 SECTION I: EXECUTIVE SUMMARY AND KEY HIGHLIGHTS
    1. 1.1 EXECUTIVE SUMMARY
      1. 1.1.1 Market Overview
      2. 1.1.2 Key Findings
      3. 1.1.3 Market Segmentation
      4. 1.1.4 Competitive Landscape
      5. 1.1.5 Challenges and Opportunities
      6. 1.1.6 Future Outlook
  2. 2 SECTION II: SCOPING, METHODOLOGY AND MARKET STRUCTURE
    1. 2.1 MARKET INTRODUCTION
      1. 2.1.1 Definition
      2. 2.1.2 Scope of the study
        1. 2.1.2.1 Research Objective
        2. 2.1.2.2 Assumption
        3. 2.1.2.3 Limitations
    2. 2.2 RESEARCH METHODOLOGY
      1. 2.2.1 Overview
      2. 2.2.2 Data Mining
      3. 2.2.3 Secondary Research
      4. 2.2.4 Primary Research
        1. 2.2.4.1 Primary Interviews and Information Gathering Process
        2. 2.2.4.2 Breakdown of Primary Respondents
      5. 2.2.5 Forecasting Model
      6. 2.2.6 Market Size Estimation
        1. 2.2.6.1 Bottom-Up Approach
        2. 2.2.6.2 Top-Down Approach
      7. 2.2.7 Data Triangulation
      8. 2.2.8 Validation
  3. 3 SECTION III: QUALITATIVE ANALYSIS
    1. 3.1 MARKET DYNAMICS
      1. 3.1.1 Overview
      2. 3.1.2 Drivers
      3. 3.1.3 Restraints
      4. 3.1.4 Opportunities
    2. 3.2 MARKET FACTOR ANALYSIS
      1. 3.2.1 Value chain Analysis
      2. 3.2.2 Porter's Five Forces Analysis
        1. 3.2.2.1 Bargaining Power of Suppliers
        2. 3.2.2.2 Bargaining Power of Buyers
        3. 3.2.2.3 Threat of New Entrants
        4. 3.2.2.4 Threat of Substitutes
        5. 3.2.2.5 Intensity of Rivalry
      3. 3.2.3 COVID-19 Impact Analysis
        1. 3.2.3.1 Market Impact Analysis
        2. 3.2.3.2 Regional Impact
        3. 3.2.3.3 Opportunity and Threat Analysis
  4. 4 SECTION IV: QUANTITATIVE ANALYSIS
    1. 4.1 Information and Communications Technology, BY Type (USD Million)
      1. 4.1.1 Casino Games
      2. 4.1.2 Sports Betting
      3. 4.1.3 Poker
      4. 4.1.4 Bingo
      5. 4.1.5 Esports Betting
    2. 4.2 Information and Communications Technology, BY Device (USD Million)
      1. 4.2.1 Desktop
      2. 4.2.2 Mobile
      3. 4.2.3 Tablet
    3. 4.3 Information and Communications Technology, BY Payment Method (USD Million)
      1. 4.3.1 Credit/Debit Cards
      2. 4.3.2 E-Wallets
      3. 4.3.3 Bank Transfers
      4. 4.3.4 Cryptocurrency
    4. 4.4 Information and Communications Technology, BY User Type (USD Million)
      1. 4.4.1 Casual Players
      2. 4.4.2 Professional Players
      3. 4.4.3 High Rollers
  5. 5 SECTION V: COMPETITIVE ANALYSIS
    1. 5.1 Competitive Landscape
      1. 5.1.1 Overview
      2. 5.1.2 Competitive Analysis
      3. 5.1.3 Market share Analysis
      4. 5.1.4 Major Growth Strategy in the Information and Communications Technology
      5. 5.1.5 Competitive Benchmarking
      6. 5.1.6 Leading Players in Terms of Number of Developments in the Information and Communications Technology
      7. 5.1.7 Key developments and growth strategies
        1. 5.1.7.1 New Product Launch/Service Deployment
        2. 5.1.7.2 Merger & Acquisitions
        3. 5.1.7.3 Joint Ventures
      8. 5.1.8 Major Players Financial Matrix
        1. 5.1.8.1 Sales and Operating Income
        2. 5.1.8.2 Major Players R&D Expenditure. 2023
    2. 5.2 Company Profiles
      1. 5.2.1 Flutter Entertainment (GB)
        1. 5.2.1.1 Financial Overview
        2. 5.2.1.2 Products Offered
        3. 5.2.1.3 Key Developments
        4. 5.2.1.4 SWOT Analysis
        5. 5.2.1.5 Key Strategies
      2. 5.2.2 Entain (GB)
        1. 5.2.2.1 Financial Overview
        2. 5.2.2.2 Products Offered
        3. 5.2.2.3 Key Developments
        4. 5.2.2.4 SWOT Analysis
        5. 5.2.2.5 Key Strategies
      3. 5.2.3 DraftKings (US)
        1. 5.2.3.1 Financial Overview
        2. 5.2.3.2 Products Offered
        3. 5.2.3.3 Key Developments
        4. 5.2.3.4 SWOT Analysis
        5. 5.2.3.5 Key Strategies
      4. 5.2.4 Bet365 (GB)
        1. 5.2.4.1 Financial Overview
        2. 5.2.4.2 Products Offered
        3. 5.2.4.3 Key Developments
        4. 5.2.4.4 SWOT Analysis
        5. 5.2.4.5 Key Strategies
      5. 5.2.5 William Hill (GB)
        1. 5.2.5.1 Financial Overview
        2. 5.2.5.2 Products Offered
        3. 5.2.5.3 Key Developments
        4. 5.2.5.4 SWOT Analysis
        5. 5.2.5.5 Key Strategies
      6. 5.2.6 Kindred Group (SE)
        1. 5.2.6.1 Financial Overview
        2. 5.2.6.2 Products Offered
        3. 5.2.6.3 Key Developments
        4. 5.2.6.4 SWOT Analysis
        5. 5.2.6.5 Key Strategies
      7. 5.2.7 888 Holdings (GB)
        1. 5.2.7.1 Financial Overview
        2. 5.2.7.2 Products Offered
        3. 5.2.7.3 Key Developments
        4. 5.2.7.4 SWOT Analysis
        5. 5.2.7.5 Key Strategies
      8. 5.2.8 Betfair (GB)
        1. 5.2.8.1 Financial Overview
        2. 5.2.8.2 Products Offered
        3. 5.2.8.3 Key Developments
        4. 5.2.8.4 SWOT Analysis
        5. 5.2.8.5 Key Strategies
    3. 5.3 Appendix
      1. 5.3.1 References
      2. 5.3.2 Related Reports
  6. 6 LIST OF FIGURES
    1. 6.1 MARKET SYNOPSIS
    2. 6.2 GCC MARKET ANALYSIS BY TYPE
    3. 6.3 GCC MARKET ANALYSIS BY DEVICE
    4. 6.4 GCC MARKET ANALYSIS BY PAYMENT METHOD
    5. 6.5 GCC MARKET ANALYSIS BY USER TYPE
    6. 6.6 KEY BUYING CRITERIA OF INFORMATION AND COMMUNICATIONS TECHNOLOGY
    7. 6.7 RESEARCH PROCESS OF MRFR
    8. 6.8 DRO ANALYSIS OF INFORMATION AND COMMUNICATIONS TECHNOLOGY
    9. 6.9 DRIVERS IMPACT ANALYSIS: INFORMATION AND COMMUNICATIONS TECHNOLOGY
    10. 6.10 RESTRAINTS IMPACT ANALYSIS: INFORMATION AND COMMUNICATIONS TECHNOLOGY
    11. 6.11 SUPPLY / VALUE CHAIN: INFORMATION AND COMMUNICATIONS TECHNOLOGY
    12. 6.12 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY TYPE, 2024 (% SHARE)
    13. 6.13 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY TYPE, 2024 TO 2035 (USD Million)
    14. 6.14 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY DEVICE, 2024 (% SHARE)
    15. 6.15 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY DEVICE, 2024 TO 2035 (USD Million)
    16. 6.16 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY PAYMENT METHOD, 2024 (% SHARE)
    17. 6.17 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY PAYMENT METHOD, 2024 TO 2035 (USD Million)
    18. 6.18 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY USER TYPE, 2024 (% SHARE)
    19. 6.19 INFORMATION AND COMMUNICATIONS TECHNOLOGY, BY USER TYPE, 2024 TO 2035 (USD Million)
    20. 6.20 BENCHMARKING OF MAJOR COMPETITORS
  7. 7 LIST OF TABLES
    1. 7.1 LIST OF ASSUMPTIONS
  8. 7.1.1
    1. 7.2 GCC MARKET SIZE ESTIMATES; FORECAST
      1. 7.2.1 BY TYPE, 2025-2035 (USD Million)
      2. 7.2.2 BY DEVICE, 2025-2035 (USD Million)
      3. 7.2.3 BY PAYMENT METHOD, 2025-2035 (USD Million)
      4. 7.2.4 BY USER TYPE, 2025-2035 (USD Million)
    2. 7.3 PRODUCT LAUNCH/PRODUCT DEVELOPMENT/APPROVAL
  9. 7.3.1
    1. 7.4 ACQUISITION/PARTNERSHIP
  10. 7.4.1

GCC GCC Online gambling Market Segmentation

GCC Online gambling Market By Type (USD Million, 2025-2035)

  • Casino Games
  • Sports Betting
  • Poker
  • Bingo
  • Esports Betting

GCC Online gambling Market By Device (USD Million, 2025-2035)

  • Desktop
  • Mobile
  • Tablet

GCC Online gambling Market By Payment Method (USD Million, 2025-2035)

  • Credit/Debit Cards
  • E-Wallets
  • Bank Transfers
  • Cryptocurrency

GCC Online gambling Market By User Type (USD Million, 2025-2035)

  • Casual Players
  • Professional Players
  • High Rollers