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That estimate arrives courtesy of Macquarie and is well ahead of the research firm’s previous estimate of $169 billion in 2026 taker volume.
Takers is a prediction market industry colloquialism for the market participants that swiftly fill buy and sell orders, thus removing liquidity from the marketplace. Conversely, makers are the market participants viewed as liquidity providers and professional or sharp money.
“Recent launches, including customizable same-game parlays (SGPs), further support our view that Prediction Markets (PM) are increasingly converging with traditional sportsbooks,” observes Macquarie analyst Chad Beynon. “As a result, we now estimate total US PM taker volume to reach $190 billion in 2026E (vs $169 billion prior).”
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Across markets in Latin America, Europe and Asia, Yashin says the average stakes for swipe games display a pattern closer to sports betting than crash gaming. In one market, the average Swipe Games bet was 20 times higher than the average crash-game bet with the same operator.
Retention has provided another encouraging signal. Depending on the market, Yashin says day-one, day-seven and day-30 retention can range from around the crash-game benchmark to between five and 10 times higher. The number of rounds played during a session can also be significantly greater.
The explanation, he believes, comes back to the behaviour that inspired Swipe Games in the first place. Crash players may experience a different outcome each time, but visually they repeatedly encounter much the same thing. Social media has conditioned its users to expect something new with every swipe.
How to play Power Paws
A memorandum of understanding, signed on Monday, aims to tackle rising gambling exposure among schoolchildren through smartphones. The aim is to integrate preventative education with broader school-based initiatives.
The agreement was signed at Osan Seongho Middle School and links gambling prevention education with a “phone free” strategy alongside RAS education. RAS is an approach combining reading, arts and sports and is designed to occupy students’ time with structured, screen-free activities.
The dual approach seeks not only to limit access to gambling content on smartphones but also to provide meaningful alternatives that reduce overall reliance on digital devices.