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Lesson 1 of 6 · 15 min

The Seven Layers

Players, operators, platforms, content suppliers, data and services, distribution, and the state; who pays whom; where the margin sits and the three forces that shaped the structure.

Fact-checked 23 September 2026 by iGaming Times editorial team · 11 sources

In this lesson

  • Name the seven layers of the chain and what each does
  • Trace the flow of money from players outward through tax, marketing, revenue share and fees
  • Explain why different layers earn different margins
  • Identify regulation, specialisation and scale economics as the forces behind the structure

Why the value chain is the map

Ask ten people in online gambling what the industry is and you will get ten answers, each describing the layer the person works in. The operator sees brands and customers; the studio sees games and revenue share; the platform sees integrations; the data company sees rights and feeds; the affiliate sees traffic; the regulator sees licensees. The value chain is the map that puts those views together: who does what, who pays whom, where the margin sits, and why the industry is structured the way it is.

This course is for people who know one layer and need to understand the rest: a product manager at an operator negotiating with a supplier, an account manager at a studio trying to understand an operator's economics, an analyst reading results, a journalist covering a deal, a recruit trying to work out where the industry's power lies. It assumes you know what online gambling is and want to know how it is assembled.

The seven layers

1. Players. The source of every unit of revenue. They deposit, wager, win or lose, and withdraw. Everything else in the chain exists to acquire, serve, protect and monetise them.

2. Operators (B2C). The companies players deal with: the brand, the account, the wallet, the licence, the customer service, the marketing. Operators hold the consumer licences and carry the regulatory obligations to players. They range from global groups with dozens of brands to single-market start-ups.

3. Platforms (B2B). The technology operators run on. The player account management system (PAM) holds accounts, wallets, KYC status and limits; the sportsbook engine prices and settles bets; the casino aggregator connects many studios' games through a single integration; the payments gateway moves money. Some operators own this layer; most license some or all of it.

4. Content and product suppliers (B2B). Game studios (slots, table games), live casino studios, sportsbook odds and trading suppliers, virtual sports, lottery and bingo providers. They sell to operators, usually on revenue share, through the platform layer.

5. Data, integrity and services (B2B). Sports data companies with official league rights, odds feeds, integrity monitoring; KYC and AML vendors; geolocation; fraud tools; hosting and security; testing houses that certify games and platforms. In Britain, for example, new casino, bingo and virtual betting products must be tested by a Commission-approved test house before release.

6. Distribution and marketing. Affiliates (comparison sites, content publishers, streamers), media, sponsorship, paid channels, and the agencies that run them. They deliver players to operators for commission or fees.

7. Regulators, tax authorities and the state. They license operators and, in many markets, the suppliers whose software reaches players (in Britain, supplying gambling software in the course of a business without an operating licence is a criminal offence), set the rules, take the tax, and enforce. Not a commercial layer, but the one that shapes all the others.

Around these sit finance (banks, payment processors, investors), professional services (law, audit, consulting), media and events, and industry bodies.

Who pays whom

Money enters from players and flows outward:

  • Players deposit with operators and lose, net, the house edge.
  • Operators pay gaming tax to the state on gross gaming revenue (in Britain, Remote Gaming Duty is charged on stakes less winnings, and its rate rose from 21% to 40% on 1 April 2026), marketing to affiliates and media, revenue share to content and live casino suppliers (a percentage of the GGR each supplier's products generate), fees or revenue share to platforms, subscription and revenue share to data companies, per-transaction fees to payment providers, per-check fees to KYC vendors, and licence fees to regulators.
  • Suppliers pay their own staff, technology and, where licensed, their own annual licence fees; some pay revenue share downstream (an aggregator to its studios, a sportsbook supplier to its data provider).
  • Affiliates pay for content, search and media, and are paid by operators per acquisition or as a share of net revenue.

The direction of flow is why suppliers are said to hold a slice of every operator's revenue: a studio's income is a percentage of the GGR its games earn at each of the many operators that carry them. That diversification is part of the investment case often made for suppliers over operators, covered in lesson four.

Where the margin sits

Different layers earn different margins for structural reasons:

  • Operators carry the tax, the marketing and the regulatory cost, and compete on an undifferentiated product. Two large established operators show the range, from the high teens to the mid twenties: for 2025, Flutter reported an adjusted EBITDA margin of 17.4% on revenue of $16.4bn and Betsson an EBITDA margin of 26.2%. Operators entering a new market can run losses for years while they buy customers.
  • Content suppliers have high fixed costs (development, studios) and near-zero marginal costs. Evolution, a leading live casino supplier, reported an adjusted EBITDA margin of 66.1% for 2025, far above the operator figures above. Small studios earn little, because distribution goes through aggregators that take a cut and operators that promote the leading brands.
  • Platforms earn recurring fees and revenue share with high switching costs (migrating an operator off a platform is a project measured in quarters: Flutter, having bought the Italian operator Snai in 2025, planned to move Snai's online customers onto its own platform in the first half of 2026) and moderate margins.
  • Data companies hold rights, which are a moat and a cost: official league data is expensive to license and priced to operators accordingly.
  • Affiliates earn margins that depend on search rankings and operator commissions, both of which have become less predictable.
  • Payments and KYC earn thin per-unit margins on high volume.

The recurring pattern: the layers with rights, distribution power or scale economics earn the most; the layers that compete on price earn the least.

Why it is structured this way

Three forces produced the current shape. Regulation licenses operators and, increasingly, suppliers, and makes the operator the accountable party to players, which is why operators exist as a separate layer rather than studios selling to players directly. Specialisation made it cheaper to buy games, platforms and data than to build them, so the B2B layers grew. Scale economics in each layer produced consolidation: a few large operators, a few large studios, a live casino leader in Evolution, which counts about 870 operators among its customers, two large listed data companies (Sportradar on Nasdaq and Genius Sports on the New York Stock Exchange), a handful of affiliate groups.

The layers also blur. Operators buy studios and platforms to keep margin, as Kindred did when it completed its purchase of the studio and aggregation platform Relax Gaming in 2021; suppliers buy operators for distribution, as Playtech did when it took control of the Italian operator Snaitech in 2018; data companies move into trading, as Sportradar has with the managed trading services it sells to operators; and a few affiliates have bought or launched operators. Lesson six is about those moves. First, the next lesson looks at the two layers everything else serves: operators and their platforms.

Key terms

B2C and B2B
Business to consumer (operators dealing with players) and business to business (suppliers dealing with operators).
Revenue share
A supplier’s payment as a percentage of the gross gaming revenue its products generate at an operator.
Player account management (PAM)
The system of record holding accounts, wallets, verification status, limits and bonuses.
Aggregator
A single integration connecting an operator to many studios’ games, taking a share of the studios’ revenue share.

Key takeaways

  • Every layer exists to acquire, serve, protect or monetise players; the money enters there and flows outward.
  • A supplier holds a slice of many operators’ revenue, a diversification often made part of the investment case for suppliers.
  • The layers with rights, distribution power or scale economics earn the most; the layers that compete on price earn the least.
  • Operators exist as a separate layer because regulation makes the licensee accountable to players.
  • The layers blur: operators buy studios, suppliers buy operators, data companies move into trading, and a few affiliates buy or launch operators.

Sources

The legislation, regulator material and research this lesson was checked against.

  1. Gambling Act 2005, section 41: Gambling software, legislation.gov.uk, accessed 2026-09-23
  2. General Betting Duty, Pool Betting Duty and Remote Gaming Duty, HM Revenue and Customs (GOV.UK), accessed 2026-09-23
  3. Remote gambling software licence: licences and fees, Gambling Commission, accessed 2026-09-23
  4. Testing strategy for compliance with remote gambling and software technical standards: summary, Gambling Commission, accessed 2026-09-23
  5. Flutter Entertainment reports fourth quarter and full year 2025 financial results, Flutter Entertainment plc, accessed 2026-09-23
  6. Betsson AB (publ) year-end report 1 January to 31 December 2025, Betsson AB, accessed 2026-09-23
  7. Evolution: Year-end report January to December 2025, Evolution AB, accessed 2026-09-23
  8. Sportradar Group AG annual report on Form 20-F for 2025, US Securities and Exchange Commission, accessed 2026-09-23
  9. Genius Sports Limited annual report on Form 20-F for 2025, US Securities and Exchange Commission, accessed 2026-09-23
  10. Kindred Group completes the acquisition of Relax Gaming, Kindred Group (PR Newswire), accessed 2026-09-23
  11. Playtech plc RNS: Further re Acquisition of Snaitech S.p.A (5 June 2018), Playtech plc (Investegate), accessed 2026-09-23

Check your understanding

3 questions · answer them all, then check.

  1. 1. Why is a game studio’s revenue said to be more diversified than an operator’s?

  2. 2. Which layer typically earns the thinnest per-unit margin?

  3. 3. Why do operators exist as a layer separate from the studios that make the games?

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