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Power Up Gaming

Gaming and iGaming: Are They Competing for the Same Type of User?

The global video games market reached around $200 billion in consumer spending in 2025, according to Newzoo, with some 3.6 billion people playing on at least one platform. Online casinos reach a far smaller audience, yet in Britain, a large and long-regulated market, their yield has recently grown faster than spending on video games and now tops £5 billion a year for licensed operators. Both sectors want the same scarce thing: the evening hours an adult spends looking at a phone.

The two industries rely heavily on the smartphone. Mobile brings in more than half of global games revenue, and Gambling Commission research has found the phone to be the most common device for online gambling, above all among younger adults. Payment habits cross over as well, and in Britain the phone bill that covers a battle pass can also fund a deposit at the licensed sites listed in Legalbet’s pay-by-phone casino guide, part of a portal that compares British gambling operators, so a gamer is only a few taps away from a casino lobby. That short distance is the reason the question of a shared audience matters.

The Two Markets in Numbers

The headline figures show two sectors of very different size and reach:

  • Global video games: around $200 billion a year and roughly 3.6 billion players, according to Newzoo.
  • Mobile’s share: more than half of that revenue comes from phones and tablets.
  • British video games: close to £9 billion of yearly consumer spending, according to Ukie, the UK games trade body.
  • British online casinos: more than £5 billion in gross gambling yield (stakes minus winnings) a year, with slots responsible for the large majority.

The games market has a far bigger audience, while the casino market earns a large sum from a much smaller group, and that gap shapes everything that follows.

Where the Audiences Overlap

Few countries publish detailed official data on who gambles online, and the Gambling Survey for Great Britain gives one of the clearest views. Among adults who gamble online on anything other than lottery draws, men outnumber women by almost two to one: roughly one man in five against one woman in eight. The age split is just as clear, with adults under 45 the most likely to gamble online and rates falling sharply in older groups. Gambling as a whole, driven by lottery draws, peaks in middle age instead.

That profile sits inside the gaming audience: younger adults, men in particular, who already play, pay and chat on digital platforms every day. Video games, though, reach far beyond that group and draw players of all ages and both sexes. The real overlap therefore sits in one narrow band of the audience, not across all of it.

YouGov research on British online slot players points to a different pattern: around four in ten are women and about a third are aged 18 to 34, while women make up only a quarter of online sports bettors. The casino product closest to a mobile game, a short session with animations and bonus rounds, draws a more mixed crowd than sports betting.

Mechanics Moving in Both Directions

Online casinos have adopted levels, daily missions, unlockable achievements and leaderboards, the same tools found in free-to-play mobile titles and role-playing games. Video games, in turn, have used paid chance-based rewards for more than a decade, and three points of contact between the two sectors stand out.

Loot Boxes and Gacha

A loot box works on the same principle as a spin: the player pays first and only then learns what the reward is. Belgium’s gambling regulator ruled in 2018 that paid versions can breach gambling law. Britain decided in 2022 against bringing these mechanics under its Gambling Act and asked the industry to act instead, and Ukie then published 11 industry principles on loot boxes. They cover controls that stop under-18s making such purchases without a parent’s consent, clear drop-rate disclosure and spending controls for all players.

Nintendo, Sony and Microsoft agreed in 2019 to require drop-rate disclosure for paid random rewards on their consoles, and Nintendo later went further with its own mobile racer. From its 2019 launch, Mario Kart Tour sold access to a “pipe” that handed out random drivers and karts, with some limited characters available only through it. In October 2022 the company removed the pipe and opened a shop where players buy the exact item they want.

Esports Betting

Viewers of Counter-Strike 2 or League of Legends tournaments are gamers almost by definition, and a first bet on a match moves them into gambling on the same screen. In regulated markets that bet can only go through a licensed operator, and only for adults who have passed identity checks.

Slots Built on Game Franchises

Street Fighter II and Tomb Raider both have official slot versions, built to put familiar characters in front of players who grew up with the originals. Beyond the artwork, a licensed slot keeps its own maths: a random outcome on every spin, a fixed return to player and no way for skill to change the result.

What Still Separates Gaming From iGaming

Shared players and borrowed mechanics still leave three clear differences between the two sectors.

  • Motivation. In most video games, practice improves results, and competition or progress drives the player. In an online casino, the pull is the chance of a cash win, and a random number generator decides each outcome regardless of experience.
  • Regulation. Video games sit under age-rating systems such as PEGI in Europe and the ESRB in North America. Online casinos need a gambling licence in each regulated market and must verify a customer’s age and identity. Some regulators also set product rules that no video game faces. Britain, for example, caps the stake per spin on online slots at £5, or £2 for players aged 18 to 24, bans autoplay and sets a minimum of 2.5 seconds per spin.
  • Cost. The price of a video game or an in-game item is known before the purchase, while the cost of a casino session only becomes clear at the end of it. British figures show the scale of this gap: nearly £9 billion of games spending spreads across a mass audience of many millions, while more than £5 billion of online casino yield comes from a group that, in official surveys, makes up only a low single-digit share of adults. As a result, casino players lose far more per head than gamers spend.

One Screen, Two Business Models

Gaming and iGaming compete for the same hours on the same device, and their clearest shared audience is younger men who already gamble online, plus a wider slot crowd that looks more like the mobile games audience. Each sector keeps borrowing from the other: video games use chance-based rewards under light or self-imposed rules, and casinos use game-style progression under strict licensing. For the user, the practical difference remains the money: a video game has a fixed price, while every casino game carries a house edge that works against the customer over time.