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Industries · Media

Video games and betting: publishers, platforms, sportsbooks and lotteries

How game publishers, platforms and app stores split the money from games; why free-to-play games live or die on the cost of winning a player against what that player spends; how sportsbooks, online casinos and lotteries earn their margin and lose much of it to tax and marketing; how the rules differ across the United States, Europe, India, the Gulf, Southeast Asia, China, Japan, Africa and Latin America; and the deals, court rulings and bans of 2024 to 2026.

50 min4 lessonsFacts checked against sources on

Key takeaways

  • Games and betting both sell entertainment through screens, both spend heavily to win each new customer, and both keep earning only if that customer comes back.
  • A game costs most of its money before launch: years of development and a big marketing push.
  • Video games are sold almost everywhere, with rules mainly on age ratings, loot boxes and, in China, approval of each game.
  • Games and betting cases usually ask how to grow players or revenue, whether a game or market is worth entering, how to answer a change in fees or tax, or whether to buy a studio or an operator.
By the end you will be able to
  • Explain the value chain of games (developer, publisher, platform, store) and of betting (data and odds suppliers, platforms, operators, regulators)
  • Calculate the value of a new player in a free-to-play game against the cost of winning them, including the store fee
  • Walk a sportsbook's bets down to its profit: handle, hold, promotions, tax and marketing
  • Describe how games and betting are regulated and taxed in each major region, and the shifts from 2024 to 2026
  • Crack typical games and betting cases, starting with the player or bettor economics and the rules

Start with lesson 1

4 lessons, about 50 minutes in all. Each one builds on the one before.