We are heading to

Schedule an on-site meeting at GDC with the GRID Team here! Not attending? You can still book a live product demo here!

Esports Betting Glossary (Updated for 2025)

Promotional graphic for GRID's 'Esports Betting Glossary (Updated for 2025)', featuring a team of professional esports players focused on gaming at their computer stations, with a dark red and black color scheme. Text includes 'GRID | Play with Data.' and a 'Read More' call-to-action button.

The world of esports betting is packed with fast-evolving terminology that can be intimidating to newcomers and even seasoned professionals from traditional sports backgrounds. This glossary is designed to demystify key terms, explain emerging concepts, and serve as a go-to reference for operators, regulators, data providers, and fans alike.

A-C

Bet Builder – A tool allowing bettors to create personalized bets by combining multiple markets within a single match.

Data Provider – A company that supplies real-time match data for odds calculation and market analysis (e.g., GRID).

D-G

Data Scraping – Refers to the methods used to source unofficial data such as OCR, Computer Vision or any other (sometimes manual) transcription of odds or data.

Delayed Esports Data – Live data with a noticeable delay from the action taking place in real time. This can be intentional (imposed by rights holders or distributors) or due to technological limitations.

Esports – Competitive, professionally organized video gaming events featuring teams or individuals in games like CS2, League of Legends, VALORANT, and Dota 2.

Esports Betting – Wagering on the outcome of professional esports matches, tournaments, or in-game events.

Esports Data – In-game data derived from competitive esports matches and competitions.

Esports Data Provider – A company that supplies real-time match data for odds calculation, market analysis, stats, predictions, and official data-powered products (e.g., GRID).

Esports Integrity Commission (ESIC) – A regulatory body focused on anti-corruption and match-fixing within esports.

Esports Predictions – Forecasting in-game outcomes or betting markets using historical data, statistics, and AI-driven models.

Esports Stats – Quantitative information about teams, players, or game performance used in analysis and betting markets.Esports-Specific Betting Markets – Unique bets available only in esports, such as “First Blood” or “Map Winner.”

Fantasy Esports – Formats where users create virtual teams based on real-world performance metrics.

First Blood – A popular betting market referring to the first kill in a match, common in MOBAs like League of Legends and Dota 2.

Game Server – The most reliable source of live esports data, only accessible through direct, official partnership with rights holders or super rights holders.

H–M

In-Play Betting (Live Betting) – Wagering on events occurring during a live match.

In-Game Data – Data sourced directly from the game, referring to actions within the game itself—player position, K/D/A, economy status, etc.

Integrity Protocols – Rules and monitoring systems designed to prevent cheating, match-fixing, and insider betting.

Live Esports Data – Data sourced directly from the game taking place and not subject to any delay compared to real-time.

Map Winner – A common market in esports where bettors predict the winner of a specific map within a best-of series.

Match-Fixing – Illicit manipulation of match outcomes for financial gain.

Micro-Betting – Wagering on small, discrete in-game events.

N–S

Official Esports Data – Data officially sanctioned by the rights holder.

Odds Provider – Firms that set betting odds, for best results, rely on an official data source.

Parlay Bets – A type of accumulator bet where all selected outcomes must be correct for a payout, often offering higher odds.

Pre-Match Betting – Wagering that occurs before a match begins, often using more static, data-derived odds.

Purple Screen of Death – A technical failure in broadcasting or data feeds, typically indicating a critical stream or feed disruption.

Real-Time Esports Data – Immediate, non-delayed data captured directly from live esports gameplay.

Regulated Esports Betting – Betting conducted through government-approved and licensed platforms.

Rights Holder (RH) – The entity holding the in-game data legal rights, usually a game developer or an appointed tournament organizer.

Roster – The list of players who make up a professional esports team for a given competition.

Sanctioned Event – An esports event officially endorsed by a rights holder.

Skin Gambling – Betting with virtual in-game items, typically outside regulated frameworks.

Streaming Feed – The live video broadcast of an esports match, often used for entertainment but not reliable as a data source.

Super Rights Holder – The creator of the in-game data IP—game developer or publisher. They control both the competitions and the game (the sport itself).Synthetic Play / Synthetic Gaming – Staged gaming events designed solely for betting.

T–Z

Trader Portal – A user interface provided to sportsbooks for setting, adjusting, and managing esports betting markets in real time.

Unofficial Data – Data sourced without sanctioned access from the rights holder, typically delayed, less granular, and less reliable.

Unsanctioned Event – Competitions organized without official rights holder endorsement.

Virtual Esports – AI-driven, digitally simulated sports events with outcomes distinct from live competition.

Wagering Handle – The total amount of money accepted in bets by a sportsbook over a given period.

Bookmark this glossary for future reference as the esports betting ecosystem continues to evolve—and follow GRID for more insights, case studies, and data-powered analysis on the future of competitive gaming and betting.