Skill-Based Wagering Is Being Pulled in Two Directions: Growth in Digital, Crackdowns in Retail

Skill-Based Wagering Is Being Pulled in Two Directions: Growth in Digital, Crackdowns in Retail
Skill-Based Wagering Is Being Pulled in Two Directions: Growth in Digital, Crackdowns in Retail

Skill-based wagering is no longer one conversation.

For years, the phrase suggested a single broad category: games where player ability, strategy, or decision-making could create legal and commercial distance from traditional gambling. But in 2026, that category is breaking apart. On one side, digital operators are turning skill-based products into part of broader online gaming ecosystems that include fantasy, social sportsbook, social casino, and even prediction markets. On the other, lawmakers and regulators are continuing to target many retail “skill” machines as gray devices that look too much like unregulated slot products.

That split matters because it shows the market is no longer debating whether skill-based wagering exists. It is debating what kind of skill-based wagering is politically tolerable, commercially scalable, and legally defensible. The future of the category may depend less on the word “skill” and more on whether the product is being framed as digital entertainment, regulated competition, or a backdoor version of casino gambling.

Digital Skill-Based Wagering Is Expanding as Part of Larger Gaming Ecosystems

The most important current digital example is Betr.

At NEXT.io New York in March, Betr CEO Joey Levy described a “super app” strategy that would combine multiple gaming verticals under one umbrella. According to NEXT.io, Betr already operates fantasy pick’em in 34 states, a social sportsbook in 32 states, a social casino soft-launched in 30 states, and a skill games product in 38 states. Levy also confirmed a partnership with Polymarket that would add prediction markets as a fifth vertical. Covers separately reported on March 4 that Betr was entering prediction markets through that partnership.

That is a major signal for the industry. It suggests digital skill-based wagering is not being built as a niche side product. It is being folded into a broader customer-acquisition and retention model where users can move across fantasy, social betting, skill games, and market-style products within one brand environment. In that model, skill-based wagering becomes less of a standalone legal theory and more of a feature inside a diversified entertainment stack.

Retail Skill Machines Are Still Being Treated Like a Regulatory Problem

Retail is moving in the opposite direction.

The clearest recent example comes from Kansas. The Kansas Legislative Research Department’s 2026 briefing book describes gray machines as unregulated gaming machines, sometimes referred to as “skill-based” games, that look much like regulated slot machines. The briefing warns that the unregulated market has grown significantly and says those devices lack the oversight and player safeguards required of regulated gaming machines.

That language is telling. Kansas is not treating these machines as innovative new entertainment products. It is treating them as a policy problem. The issue is not only whether some element of skill exists. It is whether that element is enough to separate the device from a slot-like experience in the eyes of lawmakers and regulators. Once a machine visually and functionally resembles a casino product, the “skill” label starts losing persuasive power.

This is exactly why retail crackdowns keep happening even as digital skill-based products find room to grow. In the retail setting, the debate is often less about innovation and more about whether unregulated machines are siphoning play away from licensed gaming, operating without consumer protections, or exploiting definitional ambiguity.

States Are Drawing Finer Lines Around What Counts as Acceptable Skill

Another reason this category is splitting is that states are beginning to define permissible skill-based play more precisely.

In Indiana, recent reporting on the state’s sweepstakes ban noted that lawmakers carved out peer-to-peer skill-based games such as poker and excluded casual puzzle and strategy products from the sweep of the legislation. That is significant because it shows states are not simply attacking everything adjacent to gaming. They are trying to distinguish between casino-style imitation products and formats they view as more genuinely competitive or skill-driven.

Pennsylvania shows another version of the same problem. The state remains one of the biggest ongoing battlegrounds over retail skill games, with lawmakers continuing to debate bills that would regulate and tax the machines rather than ban them outright. PlayPennsylvania reported that a 2025 Senate bill proposed a 35% tax and a detailed regulatory framework, while separate legal and political disputes over whether these devices are gambling have continued. Penn Capital-Star also reported in late 2025 on state agencies challenging rulings that skill games fall outside existing gaming law and criminal definitions.

Virginia offers a third example of the category’s unresolved status. CDC Gaming reported in January that gambling expansion and tighter oversight would again be major issues in the 2026 General Assembly, with skill games still part of the broader fight over what kinds of gambling Virginia is willing to permit and regulate.

Taken together, these examples show there is no unified state approach. Some states are carving out certain types of skill play. Some are trying to regulate machines. Others are escalating scrutiny. That lack of consistency is another reason “skill-based wagering” no longer works as a single category.

The Responsible Gaming Conversation Is Also Catching Up

Another sign of the category’s maturation is that skill-adjacent products are increasingly being pulled into mainstream responsible gaming frameworks.

In March, Covers reported that several fantasy operators helped launch the first nationwide voluntary self-exclusion initiative spanning all 50 states and Washington, D.C. The article noted the framework could cover products beyond traditional sports betting, including fantasy and skill-style formats. That matters because it reflects a broader shift: digital skill-based wagering is no longer being treated only as a legal workaround or novelty. It is starting to be treated as a gambling-adjacent activity with real consumer-protection expectations attached.

That is a notable contrast with the retail gray-machine debate. In digital, the category is moving toward integration, scale, and compliance. In retail, it is still fighting over basic legitimacy.

This Is No Longer One Business Model

The real takeaway is that skill-based wagering has split into at least two very different businesses.

The digital version is increasingly app-based, multi-vertical, and framed around customer choice, engagement loops, and flexible product design. Betr is the clearest current example, using skill games as one part of a larger ecosystem that also includes fantasy, social sportsbook, social casino, and soon prediction markets.

The retail version, by contrast, is still being judged through the lens of gray machines, slot-like aesthetics, enforcement gaps, and consumer-protection concerns. Kansas’ briefing book captures that framing directly, and Pennsylvania and Virginia show how unresolved the issue remains in state politics.

Those are not small differences. They are different political narratives, different compliance burdens, and different strategic futures.

The Next Battle Is Over Classification, Not Just Growth

The biggest mistake the industry can make is treating all skill-based wagering as if it rises or falls together.

It does not.

Digital skill-based products may continue to grow because they are being packaged inside broader online ecosystems and can more easily adopt responsible-gaming tools, state-by-state access models, and modern user-experience standards. Retail skill devices may continue to face pressure because they sit in a more obvious collision zone with slot regulation, land-based gaming interests, and enforcement concerns.

That means the next chapter for skill-based wagering will not be decided by whether the category is “real.” It will be decided by classification. Which products are seen as innovative digital competition? Which are seen as unregulated gambling in disguise? And which can survive the political and legal scrutiny that comes with trying to live between those two definitions?

In 2026, skill-based wagering is still growing. But it is no longer moving in one direction. It is being pulled in two at once.