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If the research firm’s $190 billion taker volume estimate proves accurate, it’d represent a more than eightfold increase from the $22 billion taker turnover seen last year.
Potentially boding well for the Macquarie forecast are at least two factors. First, there are signs of turnover increases across a variety of yes/no exchanges. Second, volume surged to start September with those spikes arriving even before the NFL season kicked off.
As Macquarie analyst Chad Beynon points out, prediction markets generated $4.3 billion in taker volume during the first week of September without any help from the NFL, building on momentum from the 2026 World Cup. However, the NFL’s impact was immediate, with taker volume hitting a daily record during Week 1 of the campaign.
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AI also helped Kambi reduce the delay between a customer selecting an in-play bet and being able to place it. Its dynamic live delay technology enables it to set bespoke live delay on an individual bet level, optimising the UX and alleviating friction. Across the Premier League and World Cup, Kambi reduced live betting delay by more than 40% between August 2025 and July 2026.
The result for customers was more choice, shorter suspension periods and faster bet acceptance. For operators, those improvements can support both customer retention and profitability.
While simulations and validation exercises had helped Kambi prepare for the traffic and operational demands of the 2026 World Cup, testing could not establish how performance would compare with the wider market once the football began.
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“We have a term within our team called ‘hot pie’,” Yashin says. “It is our internal term for a really hot product that is easy to sell. It is something new for the market and the market is ready.”
The early player data is also giving Swipe Games confidence that it has created more than simply an eye-catching interface.
Yashin points particularly to comparisons with crash games, whose similarly short rounds make them a natural benchmark. A Swipe Games round lasts around eight to 10 seconds, but player behaviour can be markedly different.