BETER World Cup Drives 27% Increase in Active Players
During the FIFA World Cup 2026, BETER reported a 27% increase in active players on ESportsBattle eFootball, alongside notable growth in GGR and betting volume, attributed to reaching a broader audience.

Key Takeaways
- BETER reported a 27% increase in active players in ESportsBattle eFootball during the FIFA World Cup 2026.
- Turnover grew by 20%, while GGR increased by 24% compared to the six weeks prior.
- The 2×4 format accounted for 70.6% of the turnover and was the primary driver of growth.
- More than half of the new players acquired during the tournament remained active post-event.
- BETER attributes the surge primarily to attracting a wider audience rather than higher individual bets.
The FIFA World Cup 2026 had a direct impact on betting metrics in BETER's ESportsBattle eFootball, with a notable 27% increase in active players during the tournament compared to the six weeks prior. BETER attributes this growth to new players entering this vertical, coupled with a 24% increase in gross gaming revenue (GGR) and a 20% increase in turnover during the World Cup period, according to a report released on September 23.
Growth in All Key Indicators During the World Cup
The World Cup period was particularly significant for BETER:
- Number of active players: 27% more than in the previous six weeks.
- Growth in turnover: 20% increase in total volume wagered.
- Gross gaming revenue (GGR): 24% increase compared to the time frame before the tournament.
- Betting volume: 18% increase.
- Average stake: marginal 1.2% increase, indicating that growth was driven by player quantity rather than higher individual bets.
- eFootball margin: 4.3% above BETER's monthly average for 2026.
BETER highlights that the decisive factor was attracting a broader audience, resulting in positive outcomes across multiple parameters of its eFootball vertical during the global event.
The 2×4 Format: Central to Results
BETER's report identifies that the “2×4” format played a key role:
- It represented 70.6% of the total turnover for the company’s eFootball.
- Its revenue increased by 32% during the World Cup.
This format consolidated itself as the biggest contributor, partly due to exclusive competitions dedicated to the World Cup and extended coverage (operating 24/7), along with a marketing campaign targeted at the event.
Over 48,000 eFootball Matches Played
During the competition window, BETER offered more than 48,000 eFootball matches, bolstered by special themed tournaments, enhanced broadcasts to boost user experience, and continuous uninterrupted coverage.
The report highlights that more than half of the new players acquired during this period remained active after the tournament, a key metric in terms of retention and loyalty.
The Interaction Cycle Between eFootball and Major Football Events
The link between eFootball and major events like the World Cup is considered a virtuous cycle. Adam Conway, General Manager of Esports Unit at BETER, stated:
"eFootball has a unique relationship with major football events. It helps operators generate engagement, retention, and revenue before, during, and after the tournament. At the same time, events like the World Cup bring in new audiences: many players stay and find a dynamic and exciting product that keeps them engaged after the World Cup."
Conway emphasized that every major international tournament not only produces a momentary spike but also serves to consolidate eFootball as a significant betting category.
Implications for Operators and the B2B Ecosystem
The evidence provided by BETER reinforces the importance of cross-platform strategies and flexible formats to capitalize on major events in the sports calendar. The increase in new sign-ups and player retention points to opportunities for sustainable engagement and monetization. The deployment of exclusive content, 24/7 coverage, and targeted marketing campaigns proved essential for attracting and retaining the user base.
For operators and suppliers looking to expand into eFootball avenues, the measured behavior during the World Cup suggests that the formula is not merely a temporary bet. It successfully integrates a permanent player base, extending the relevance of the vertical throughout the year and not just during major tournaments.
Critical Perspective on Data and Trends
While the report highlights robust figures, the results are tied to an exceptional context like the FIFA World Cup. Without additional data from previous cycles, the sustainability of these levels during ordinary periods remains an open question. Operators interested in expanding their foothold in eFootball must evaluate how far they can replicate this growth under normal market conditions.
Frequently Asked Questions
What impact did the FIFA World Cup 2026 have on BETER eFootball?
The FIFA World Cup 2026 generated a 27% growth in active players, a 24% increase in GGR, and a 20% rise in turnover in BETER's ESportsBattle eFootball during the tournament period, compared to the previous six weeks.
How did the 2×4 format contribute to eFootball’s performance during the World Cup?
The 2×4 format accounted for 70.6% of the total turnover in eFootball, and its revenue grew by 32% during the World Cup, solidifying its role as the main growth driver.
Did players captured during the tournament remain active after the World Cup?
More than half of the newly acquired players during the World Cup period continued to remain active once the event concluded, according to the report presented by BETER.
What is the reason for the surge in eFootball at BETER during the World Cup?
The growth is mainly attributed to attracting a new audience interested in eFootball, rather than an increase in individual bets, with only a 1.2% rise in average stake.
How many eFootball matches did BETER offer during the World Cup?
During the FIFA World Cup 2026, BETER organized over 48,000 eFootball matches, accompanied by specific tournaments dedicated to the sporting event.
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About the author

Emilio Navarro
Industry Technology Correspondent
Emilio Navarro covers the cross-cutting technology and business of iGaming — platforms, data and AI, compliance tooling, affiliate marketing, financial results, and the stories that fit no single rubric. The reports open with the announcement, cite vendors and figures exactly as published, and keep a healthy distance from press-release language. When a supplier unveils a new engine or the advertising rulebook changes, Emilio Navarro reports what genuinely changes.
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