Abstract
Favorite-longshot and reverse favorite-longshot biases have become widespread in various traditional sports betting markets in recent years. However, there is a limited number of investigations that have been conducted on the eSports betting market or the bettors that operate within it. In the present research, we have made efforts to re-examine the bias and market inefficiency in four typical eSport games: League of Legends, Counter-Strike: Global Offensive, Dota 2, and King of Glory. Due to the natural characteristics of e-sports, we analyze the reasons for the market biases from 4 aspects: commission, region, match format, and tournaments. We find that both the favorite-longshot and reverse favorite-longshot bias occur in eSports. Moreover, the distribution of these betting biases is completely different among different eSports game titles and tournaments. The results of the weighted linear regression model reveal that long match format is the important factor of long-short bias, while regional tournaments are the important factor of reverse long-short bias in League of Legends.
Introduction
eSports, also known as eSports, e-games, or electronic sports is organized competitive video gaming. eSports is one of the fastest-growing types of entertainment and competition in the world [14]. With an explosion in investment and revenue, competitive leagues have begun to form for the most popular eSports with lucrative winnings [22]. The most common video game genres associated with eSports are multiplayer online battle arena (MOBA), first-person shooter (FPS), battle royale, and real-time strategy (RTS) games, etc. Popular MOBA eSports include League of Legends, Dota 2, King of Glory. Famous FPS eSports include Counter-Strike: Global Offensive and Overwatch. And the most famous RTS game is StarCraft, which is a military science fiction real-time strategy game developed and published by Blizzard Entertainment in 1998. The development of the above games has played an important role in promoting the development of e-sports.
With the rapid development of the eSports industry, the gaming market has also evolved into a huge market. By 2020, the total value of money/items wagered around major eSports titles is about US$12.9 billion, and the number of unique customers placing eSports wagers is about US$6.5 million [16]. There are two core classes of eSports gambling: cash gambling and skin gambling. Cash gambling involves a group of products where players wager cash around eSports, while players bet using “skins” (virtual items that can be used within a video game) instead of cash in skin gambling. We mainly discuss cash gambling in this study.
In betting markets, each bet has a well-defined termination point at which its value becomes certain. Therefore, betting markets are better suited to testing market efficiency and rational expectations than stock or other asset markets [4]. Research on the traditional sports betting market provides insights into the market behavior of public players in the betting market. For strong form efficiency, all bets should have equal expected value. Most of these prior studies focus on finding the market inefficiencies for a specific sport [13]. In a typical efficient betting market, the average actual return on a bet would be approximately equal to the average expected return on a bet [28]. The first found on the market efficiency of money line wagers was the reverse favorite-longshot bias in Major League Baseball betting [1, 32]. In this case, bettors bet more money on the favorite team at worse odds in those matches. It means the bettor’s actual return will be lower than the expected return. On the contrary, in other sports, such as horse racing, there is systemic overbetting on the underdog [27, 29]. Numerous literature have documented the widespread presence of favorite-longshot bias in various traditional sports[10, 30]. In the individual fixed odds betting market for the outcomes of football matches in the UK, the odds offered by bookmakers for heavily odds-on teams seem to provide better bets for the punter than those of longshot bets [4]. The discussion of favorite-longshot bias in conventional sports would benefit from the addition of more recent and larger datasets which provide more support to those findings [3, 20]. More research shows that market inefficiencies don’t just appear in specific markets, they can also occur at different times throughout the season [26]. In some extreme cases, those inefficiencies provide the opportunity for informed or opportunistic bettors to arbitrage the market and earn positive returns [21].
The main cause of market inefficiency is very complicated and varied, such as the information asymmetry between bookmakers and bettors [26], or even the Bookmakers’ mispricing of the disappeared home advantage after the COVID-19 [9, 31]. It is not surprising that such bias and market inefficiency exist in the eSports betting market. Hence, limited investigation has been carried out concerning the market of eSports gambling or the individuals who engage in betting within this domain [6, 15]. Recently, a study find that bettors overbet the underdogs, which have the subjective probability that an underdog wins 28%, in both Counter-Strike: Global Offensive and Dota 2 matches [28], especially when the heavy underdogs teams are from the European region when they are participating in matches against non-European teams.
Multivariate regression models play an important role in re-examining the bias and market inefficiency in eSports betting markets. Here are some ways in which these models can be applied (e.g., Freitas et al., 2021; Castellanos and Corps, 2021; Etuk et al., 2022). The first case is by identifying influential factors. Multivariate regression models allow researchers to analyze multiple variables simultaneously and determine their influence on eSports betting markets. By considering various factors such as team performance, player statistics, tournament type, and external factors like news and events, the models can help identify which variables significantly affect the outcomes of eSports matches and subsequently impact the betting markets. Additionally, regression models can measure market inefficiencies. In fact, by comparing the predicted probabilities or odds generated by a multivariate regression model with the actual market odds, researchers can assess the presence of market inefficiencies. If the model consistently outperforms the market in terms of predicting match outcomes or generating odds, it suggests that the market may be biased or inefficient. This information can be valuable to bettors or bookmakers seeking opportunities to exploit market discrepancies. Moreover, multivariate regression models can help identify biases and anomalies in eSports betting markets by analyzing historical data. These models can account for various factors simultaneously and reveal whether there are systematic deviations between the predicted probabilities and the observed outcomes. If such biases exist, it may indicate that certain factors are being overvalued or undervalued in the betting markets, leading to potential opportunities for profit. Furthermore, multivariate regression models enable researchers to evaluate the effectiveness of different betting strategies in eSports markets. By using historical data and incorporating various factors into the models, researchers can simulate different betting strategies and assess their profitability over time. This analysis helps in understanding which strategies are more likely to yield positive returns and can guide the development of more robust betting systems. Overall, multivariate regression models provide a quantitative framework to examine the biases and market inefficiencies in eSports betting markets. They help researchers identify influential factors, measure market inefficiencies, detect biases, and evaluate betting strategies. By leveraging these models, stakeholders can make more informed decisions in the eSports betting industry.
Understanding market inefficiency is crucial for several reasons: Risk Management: For individuals and organizations involved in eSports betting or investment, awareness of market biases is essential for risk management. Recognizing the presence of biases allows for better risk assessment and mitigation strategies. Economic Implications: Market biases can have economic implications, affecting the efficiency and stability of markets. Understanding the underlying behavioral factors can inform discussions about market regulation and policy. eSports Industry: As the eSports industry continues to grow, research on market biases can benefit industry stakeholders. Operators, sponsors, and teams can leverage this knowledge to make strategic decisions, enhance fan engagement, and optimize sponsorship deals. Academic Advancement: This research contributes to the academic knowledge base, particularly in fields like behavioral finance and eSports studies. It encourages further exploration of market behavior in non-traditional contexts, fostering academic advancement and interdisciplinary research. Policy Development: Policymakers and regulatory bodies can benefit from research on market biases when formulating regulations and guidelines for eSports betting. This knowledge helps create a fair and transparent betting environment. Investor Confidence: For investors considering eSports-related ventures, understanding the market dynamics, including biases, is critical. It can enhance investor confidence and support more informed investment decisions. Consumer Awareness: Knowledge of market biases can also empower consumers and bettors by raising awareness of potential pitfalls and encouraging responsible gambling practices.
In summary, research on this topic is important because it enhances our understanding of market behavior, influences decision-making in various domains, and contributes to academic and practical advancements in the evolving field of eSports and finance.
This study would analyze the betting bias and market inefficiency of the eSports betting market from different aspects. Our contributions include: (i) re-examining the betting biases mentioned in previous relevant investigations in eSports, (ii) analyzing such biases from multiple perspectives such as commission, region, match format, and tournament, and (iii) quantitative analysis of the biases coursed by match format, tournaments in League of Legends by the weighted linear regression model. The rest of this paper is organized as follows: the proposed method is presented in Section 2. Section 3 presents the data we used in this study. The results are presented in Section 4. The conclusion and remarks are reached in Section 5.
Methodology
Data sources
The data consist of 2730 odds which come from 7472 games. The odds we used come from the online cash betting website Bet365. The data contains the two most mainstream types of games in eSports at present: MOBA and FPS. Since each type of eSports has tons of different games, we choose the games that have a larger market share in each category for this study. According to the survey report of Eilers & Krejcik [16], League of Legends account for 38% of the sportsbook betting volume, compared to 29% for Counter-Strike: Global Offensive and 18% for Dota 2. In addition, we also included one mobile MOBA game, King of Glory.
There are significant differences between eSports and traditional sports. Specifically reflected in:
Online and offline
Online competition means that eSports competitors do not need to play games in a specific competition venue, and both parties complete the entire process of competition through the Internet. It means that there is no difference between home and away. However, online matches also brought quite a few new problems such as cheating, network quality fluctuations, participants being dropped, or even network attacks [11]. In the past two years, with the worldwide spread of the COVID-19 pandemic, online competitions have become more and more common and bring some new challenges to competitive sports [8, 12]. In contrast, offline games are played in specific competition venues. Almost all the important tournaments, such as the finals of major tournaments, usually take place offline.
In the realm of eSports, the distinction between online and offline competitions lies primarily in the following aspects:
Game process
A match in a typical eSports game consists of 2 phases: the ban/pick phase, and the game phase. In the ban/pick phase, two teams alternate banning or picking champions (e.g. in MOBA game) or maps (e.g., FPS game). Usually, each team will ban the champions or maps that the opponent is good at, and choose the champions and maps that they are good at as much as possible. The result of this phase has an important impact on the outcome of a match.
Match format
Different eSports games, or the same game in different tournaments, may adopt different match formats. The match format may also be an important hidden factor that affects the outcome of a match [5]. Common match format and their descriptions are as follows: Best of 1 (BO1): A single game is played between teams in group stages only. It will highly rare that it will see use in a knockout stage. Best of 2 (BO2): This game type is occasionally used in a group stage, It is more common in Dota 2, but very rare in other games. In this study, all matches resulted in a draw were excluded. Best of 3 (BO3): This is commonly used in the knockout stages of tournaments and also sees use in group stages. This match format means that the team/player who is able to win 2 maps out of 3 first, is the winner of the match. Best of 5 (BO5): A longer match type that is only seen in knockout stages of tournaments and sometimes in the grand finals. It typically takes between two and five hours depending on the game. Best of 7 (BO7): In existing data, this appears only in the grand finals of Glory of Kings. Because the game time of a map of Glory of Kings is significantly lower than other types of games.
A very important point is that the maps are not independent. Often, teams (especially the coach) will review the game after a map is over, allowing them to adopt new strategies on subsequent maps. Moreover, In Glory of Kings, champions used on previous maps cannot be used again. It means there are high dependencies between maps in such games. Note that this will be the main reason that we treat a BO-n match as one match. Take a match with BO5 format for example. If the two teams played five games in total and the final score is 3 : 2, we just record one total odd and one result and ignore every single map. This is an important difference between our study and the previous study. Table 1 provides an overview of the number and the match format of our data.
Match format of the data
Match format of the data
In League of Legends, The biggest tournament is The League of Legends World Championship, which is the annual professional League of Legends world championship tournament hosted by Riot Games and is the culmination of each season. We choose all the match data from Season Eleven 2021(S11), which is the 11th League of Legends World Championship with a prize pool of over US$2 million dollars. Then is the Mid Season Invitational (MSI 2021), which is held between the first and second splits of all regions, with a prize pool of over US$250 thousand dollars. Finally, for the regional tournaments, we choose the four major regional tournaments: LCK (Korea), LPL (China), LEC (Europe), and LCS (North America).
In Dota 2, we choose the largest eSports tournament: The International 10, with the highest prize pools greater than $40 million. The second tournament is one of the most important major tournaments in 2021: Kevi AniMajor, with prize pools totaling $1,000,000. Finally, The Dota Pro Circuit (DPC), is a professional eSports tournament system. Note that Dota often uses the bo2 match format in a group stage. We exclude all the matches that resulted in a draw.
In Counter-Strike: Global Offensive, we choose PGL Major Stockholm 2021 with prize pools totaling $2 million, which is the top offline Swedish tournament Valve sponsored. The second tournament we choose is the Blast Premier World Final 2021, which is an offline Danish tournament organized by BLAST with prize pools totaling $1 million. The third tournament is Pro League Champions –2021 ESL Pro League Season 14, which is an online European tournament organized by ESL.
In King of Glory, the top tournament is the World Champion Cup 2021, with prize pools of over $7 million. Then we choose all the matches from the King Pro League (KPL) Fall 2021, which is one of the most important tournaments in King of Glory. Each year there is only 2 KPL seasons –the spring season and the fall season. Finally, the King Growth League (KGL) Fall. Note that the match format Bo7 is widely used in the final stage of the King of Glory.
Game patch
The growth of eSports has caused the developers of the game to release balance patches in short time periods. This is used for regular bug fixing to keep the game fresh or to keep the game competitively balanced [17, 19]. In the MOBA game, if there is a certain champion who is massively overpowered, each team would need to be picked or banned unless you wanted to lose the match. In order not to affect the competition of the game, game developers usually release major patches after the most important tournament of the year.
In order to reduce the impact caused by different game patches, we try to collect data that come from the same season. For example, In League of Legends, the four major regional tournament data come from the 2021 summer season. For each match, data were collected on the eSports game being played, the tournament name, the match format, the region of each team, and the money line odds for each participating team.
Odds and commission
In this paper, we use the following mathematical notation: α1 denotes the odds for the favorite, while α2 for the underdog. These odds can be obtained through online betting website, and 1 < α1 < α2. For a $1 bet, the expected return from betting on the favorite is:
Similarly, the expected return from betting on the underdog is:
Bookmakers want to earn a risk-free commission c, which is a positive number, by balancing the money bets on both sides. That means the expected return from both sides should equal -c:
After solving the above system of quadratic equations in two variables, we can get:
We could define favorite be the smaller one between α1 and α2. For a simple $1 bet model, the actual return from betting on the favorite can be calculated from the money lines for each game:
Similarly, the actual return from betting on the underdog is:
Occasionally, bookmakers will give an initial commission for a specific game. As the betting volume grows, bookmakers could offer higher odds by reducing the commission in order to attract more bettors, and therefore earn more money. In order to reduce the model complexity caused by different commissions, we use the odds 24 hours before the match starts, where c = 0.07.
In order to investigate whether the actual return from betting on the underdog equals the expected return from betting on the underdog, we can state the null hypothesis and the alternative hypothesis as below:
As mentioned earlier, we have fixed commission c, then we have E (R
F
) = E (R
U
) = - c. In other words, the population mean of E (R
U
), denotes as μE(R
U
), is known. Now we could use a one-sample t-test to determine if there is a significant difference between the means of E (R
U
) and A (R
U
). We could calculate the appropriate statistic:
Given a significance level α, rejection of the null hypothesis H0 supports the idea that the means of A (R U ) and E (R U ) are statistically different. On the other hand, bettors may be biased toward favorites or underdogs.
Similarly, we can also investigate whether the presence of market bias influences bets on different types of games, tournaments or match types. Let A (R
U
) and
Therefore, the alternative hypothesis is:
Since in our data, the sample size is greater than 30, and data points are independent of each other, z-test can be used to complete this task. For the population standard deviation is unknown, we could calculate the appropriate statistic:
Given a significance level α, rejection of the null hypothesis H0 supports the idea that the means of A (R
U
) and
Table 2 shows the summary statistics of the data. The results show that the average actual return on bets placed on favorites is –0.087, while the average actual return on bets placed on underdogs is –0.061. Both the values are very close to the expected return, which is -c(-0.07). From this point of view, it seems to be possible to conclude that the entire betting market is very efficient.
Summary of statistics
Summary of statistics
Bold number indicates μA(R U ) >0. Italic number indicates unusual μA(R U ) which is quite different from -c.
However, note the bold numbers in Table 2, which present a large bias in some tournaments. Some results in MOBA games show a large reverse favorite-longshot bias, even in some cases the actual return on bets placed on the underdog are positive numbers, which implies a bettor can earn money by simply placing bets on the underdog. Interestingly, on the contrary, in Counter-Strike: Global Offensive, the results show the presence of a large favorite-longshot bias.
Even more interestingly, the distribution of the betting bias is completely different among eSports titles. In League of Legends, the reverse favorite-longshot bias occurs only in the regional tournaments, which are the lowest-level tournaments in our tournament lists. Similarly, such reverse favorite-longshot bias occurs only in the lowest tournament in King of Glory. On the contrary, the favorite-longshot bias occurs only in the MSI, which is an international tournament. In Dota 2, the reverse favorite-longshot bias only occurs in the top tournament The International 10(TI). In Counter-Strike: Global Offensive, the favorite-longshot bias occurs in high-level tournament, like PGL Major and Blast Premier final. We will discuss and explain the reasons in the following section.
In terms of robustness, the Weighted Least Square (WLS) regression is better than Ordinary Least Square (OLS) regression in cases when the data points have different variances due to the different sampling or experimental conditions [2]. In this section, we discuss how to use WLS to further quantitatively analyze the impact of various factors on the game results. Assume there are m samples and n features, the linear regression model is expressed as:
In our dataset, homoscedasticity is not guaranteed and observation errors are in fact not identically distributed. In this case, the covariance matrix of observation errors is represented as:
Solving it with respect to
Additional information is available in the citation [24].
Subdividing the ranges of probabilistic
Table 3 provides full-sample results from t-tests for $1 underdog bets. We broke down the sample by subjective win probabilities at the closing money line in 4% increments. As discussed in Section 2, we have fixed c, then we have E (R F ) = E (R U ) = - c = -0.07, and the variances are 0. Therefore, the one-sample t-test, discussed in Equation (8), was used to determine t value that may show rejection of the null hypothesis H0 : μA(R U ) = μE(R U ). The results in Table 3 show that the t-test for all lines and each group p U accept the null hypothesis except in the group 0.32 < p U ≤ 0.36. However, we can’t reject the hypothesis in groups 0.30 < p U ≤ 0.34, and 0.34 < p U ≤ 0.38. Thus, no systemic market bias appears in the full sample.
Return From Betting on Underdogs
Return From Betting on Underdogs
Bold number indicates μA(R U ) > 0. Italic number indicates unusual μA(R U ) which is quite different from -c. Bold and italic numbers indicate p < 0.05, while α is set to 5%.
A bettor can bet at any time, where commission and odds are different at every moment. In our $1 betting model, we assume that a bettor always places their bets at a fixed time (for example, 24 hours before the game starts) with a fixed commission for each bet. Thus, according to Equation (4), when we got the odds of a favorite α1 and fixed c, the odds of an underdog α2 can be calculated by the following formula:
This can eliminate the uncertainty caused by random changes in the commission. In fact, the t-test results are highly dependent on the commission c. Smaller commissions could give higher returns for bettors, while also increasing risk for bookmakers. Table 4 shows the average actual return results of all samples by giving different c. The second column shows that decreasing the value of c enlarges the gap between the actual return and expected value, which means increasing the possibility that the mean of actual return betting on the underdog does not equal the mean of expected return. Figure 1 shows the relationship between the value of t value and c.
Return from betting on underdogs with different c values
Bold numbers indicate μA(R U ) > 0. a: this value of c is used in EGB.com. b: this value of c is used in our data. c: this value of c is used in VPGame.com.

t values versus different c values.
The commission used in the different betting markets varies a lot. For example, the commission in EGB.com, which is a cash betting market, is approximately 0.09. While the commission in VPgame.com (a skin betting market) is only 0.019. Why VPgame.com can provide such a low commission? And how does it make sure that the mean of actual return equals the mean of expected return? The answer is that VPgame.com does not set the odds until all bets are placed on each side of a wager. As a result, the bookmakers can calculate an accepted odd with a very low commission without any risk. Unfortunately, such a system does not apply to the mainstream cash betting market. Thus, we will not discuss this system.
Some geographic regions have far more tournaments and professional teams than others, such as Counter-Strike: Global Offensive, most of the top teams have come from the European or North American region. Therefore, regionalism may be one potential source of market bias in eSports gambling. Recent studies have demonstrated that, in games such as CS:GO, bettors who placed their wagers on non-European favorites competing against European underdogs achieved average returns exceeding bookmaker commissions, resulting in a positive profit (Sweeney et al., 2021). In this section, we seek to confirm whether similar patterns exist in other types of esports, such as League of Legends (e.g., LoL). Given the dominance of the LCK and LPL regions in the League of Legends arena, our objective is to ascertain whether such conclusions hold true across such esports titles.
Table 5 demonstrates the results of the mean actual return betting on favorite and underdog. When LPL or LCK favorites were playing matches against underdogs non-LPL + LCK, the actual favorite win rate is much higher than expected (as calculated in column 2 using formula 4). In some cases, the actual win rate is 10 percentage points higher than expected (LCK/other with p U 0.38). Meanwhile, the mean actual return from betting on the underdogs will be much lower than expected. The p-value of the t-test results shows a clear favorite-longshot bias, in other words, bettors overbet the underdogs and underbet the favorites. The bias is very large when LPL + LCK plays games against heavy underdogs that come from non-LPL + LCK. In some extreme cases, for example, p U 0.38 when the favorite team comes from LCK, or p U 0.28 when the favorite team comes from LPL + LCK, the actual return betting on the favorite would incur positive returns (see the bold numbers).
No bias was observed when non-LPL + LCK favorites competed against LPL + LCK underdogs. The findings further indicate that during the 2021 season, both LPL and LCK outperformed the expectations of the cash betting market, with LCK emerging as the most dominant region compared to any other.
Return from betting between the dominant region and others
Return from betting between the dominant region and others
Bold numbers indicate μA(R U ) > 0. Italicized numbers indicate μA(R U ) > -C. Bold and italic numbers indicate p < 0.05, while α is set to 5%.
Firstly, we will discuss the differences between considering a BO-n match as a whole and individually. Let takes a BO5 match in the grand final of TI10 for example. When we record these 5 games individually, the average actual return value of betting on the favorite and the underdog are –0.452 and 0.737 (see Table 6 for more details). When we consider the 5 games as s whole, we will get the mean actual return value –1 and 1.895. Note that the former makes the mean actual return value close to 0, which is unreasonable. For the reason that a favorite loses to a heavy underdog (in this case, p U < 0.28), the betting on the underdog should get more benefit.
Differences between different statistical methods of match format
Differences between different statistical methods of match format
Table 7 shows the result of different match formats. It seems that the results show an overbetting on the favorite in the match format of BO1, BO2, and BO7. In order to measure whether the bias is large enough, we use z-test discussed in Eq.(11) to compare each pair of match formats. The z-test results of actual return from betting on underdogs are depicted as a matrix in Table 8. The matrix shows that there are no systemic biases between each pair of match formats.
Actual return with different match formats
aBO2 only exists in Dota 2. bBO7 only exist in King of Glory. Bold numbers indicate μA(R U )>0.
Results of different match formats
Number in the upper triangular part of the matrix indicates the z-statistic value, where the lower is the p-value.
Surprisingly, this result is quite different from what was expected. As it is generally assumed that short match format (BO1 and BO2) are more prone to surprises, especially in MOBA games. An unexpected result or worse strategy in the ban/pick phrase the MOBA game is likely to lead to the loss of the match. On the contrary, the outcome of the long match format should be favorable for the favorite. Note that the match format of BO7 only exists in King of Glory, therefore, this result cannot be considered as the reason for the match format, but the characteristic of the game title itself. Another possible reason is that the sample size of BO7 is too small to be convincing enough.
Similarly, to measure whether the bias is large enough among different levels of tournaments, we use the z-test to compare each pair of tournaments. In each eSports title, we divide the tournaments into 3 levels: the top level, the major level, and the regional level. Take League of Legends for example, the top level is S11, the most important international tournament for this game. The major level, MSI, is another major international event. The regional level includes 4 major regional leagues: LPL, LCK, LEC, and LCS.
The z-test results of the average actual return are depicted as a matrix in Table 9. The upper triangular part of the matrix is the statistical value of the average actual return from betting on underdogs, while the lower part is the favorites. Bold numbers indicate p < 0.05, while the significant level α is set to 5%. Meanwhile, the t-test is used to compare each tournament with the expected return E (R U ).
Results of different levels of tournaments
Results of different levels of tournaments
Bold numbers indicate p < 0.1, and bold italic numbers indicate p < 0.05. α is set to 5%.
There are generally significant differences between the regional level and higher events. This bias is more pronounced in MOBA games, such as League of Legends and DOTA 2. Especially in Dota2, each pair of tournaments show a large bias. In Counter-Strike: Global Offensive, bias only appear between the top-level event and the regional-level event. Not enough evidence has been found in King of Glory. One possible reason may be that almost all the teams of King of Glory come from China, therefore, different teams are familiar with each other, and the differences between different levels of events are relatively smaller than other eSports titles.
In summary, the bias between tournaments supports the conclusion we got in Section 3.1: the distribution of the betting bias is completely different among different eSports titles and different levels of tournaments. This conclusion inspires us that it is necessary and meaningful to analyze the tournaments of each level separately.
So far we already know that match format and tournaments can have a significant effect on betting market bias. The following WLS models can quantify the magnitude of their impact. These factors can be modeled as:
In the formula above we consider 3 independent variables: match format (xbo1, xbo3, xbo5), tournaments (x top , x major , x region ), and number of games (x n ). y is the dependent variable of mean actual return when betting on the underdog, and e is the identically distributed normal error. Note that the match format and tournaments are represented as a dummy variable that takes only the value 0 or 1 to indicate the absence or presence of some categorical effect. To avoid multicollinearity, we removed the dummy of bo3 and major as the base category against which the other categories are compared.
The data used to train the model is consist of 732 odds which come from 1430 League of Legends games played in the 2020–2021 seasons. Table 10 shows that the P-value for the F test statistic is less than 0.05, providing evidence against the null hypothesis that w0 = w1 = w2 = w3 = w4 = w5 = 0. It means that at least one coefficient in our WLS model is none-zero, therefore our linear model is statistically significant.
WLS results for multiple factors
Bold numbers indicate p < 0.1 and bold italic numbers indicate p < 0.05. α is set to 5%.
Specifically, the coefficient of xbo5 and x region are statistically significant. The negative coefficient xbo5 indicates that the average return of betting on the underdog of games with match format BO5 is lower than games with match format BO3. Such results strongly support the assumption we mentioned in section 3.4: short-match formats are more prone to surprises, especially in MOBA games. Similarly, the positive coefficient x region indicates that the average return of betting on the underdog of regional tournaments is higher than major tournaments. The reasons for this result are various, such as the level of the participating teams, prize pool, etc.
Discussion
It’s clear that we found both favorite-longshot bias and reverse favorite-longshot bias in the online cash betting market on eSports. Such biases widely exist in all kinds of eSport titles in our data. In a typical efficient betting market, the average actual return on a bet would be approximately equal to the average expected return on a bet, which should be the value relative to the commission, -c. The results show that the gap between actual return and expected return is so large that in some extreme cases, the value could be a positive value, which means a bettor can get positive returns using a simple betting strategy. We discuss the reasons for the biases from four aspects: commission, region, match format, and tournaments. When we look deeper into the match format and tournament, we found that long match format is the important factor of long-short bias, while regional tournaments is the important factor of reverse long-short bias in League of Legends. Some biases we found are different to the previous literature. The reasons for these differences are as follows: firstly, we took all the maps in a BO-n match format as a whole, for the reason that maps in a BO-n match are closely related. Secondly, we fixed the commission. Our simplified $1 betting model is that a bettor always places their bets at a fixed time (for example, 24 hours before the game starts) with a fixed commission for each bet. This can eliminate the uncertainty caused by random changes in the commission. Finally, most of the tournaments we got are from high-level leagues. The reason is that all the information on high-level tournaments is more open and reliable. The present findings proved that it is necessary to analyze the tournaments of different levels separately.
Limitation
While this study contributes valuable insights into market biases in eSports betting, it is essential to acknowledge certain limitations that can guide future research endeavors:
Based on our findings and the existing gaps in the field, several potential avenues for future research are delineated below:
Applications
Our findings hold several noteworthy implications and potential applications.
Firstly, our research sheds light on the persistence of market biases in the emerging domain of eSports betting. Understanding the existence and drivers of these biases can inform financial analysts and investors seeking to predict and navigate eSports-related consumption and investments [18].
Secondly, our study has practical relevance for the eSports industry itself. With eSports rapidly gaining popularity worldwide, the insights gained from our research can help operators, tournament organizers, and teams better comprehend the dynamics of eSports betting. They can utilize this knowledge to make informed decisions regarding sponsorship deals, tournament structures, and fan engagement strategies.
Thirdly, the regulatory landscape surrounding eSports betting is still evolving. Our findings regarding market biases can assist policymakers in crafting effective regulations and safeguards to ensure fair and transparent betting practices.
Lastly, the broader applicability of our research extends to other emerging markets and industries. The study of market biases and behavioral patterns in non-traditional domains can serve as a template for researchers and analysts exploring similar dynamics in areas such as virtual currencies, online gaming, and prediction markets.
In summary, the significance of this research extends beyond the realm of eSports betting. Firstly, it contributes valuable knowledge to the fields of finance, economics, and behavioral finance by shedding light on market biases in non-traditional betting markets. Secondly, our findings not only enhance our understanding of behavior in eSports markets but also provide new paradigms for research in broader market behavior and prediction studies. Lastly, we believe that this study can serve as an inspiration for other fields. The study of market behavior is not confined to finance alone but can be applied across diverse domains to enhance decision-making and behavior analysis. We encourage fellow researchers to draw from our methods, exploring market behavior in other contexts, and advancing the frontiers of knowledge.
Declaration of conflicting interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Author contributions
Conceptualization, L.S.; methodology, L.Y., X.J. and C.X.; writing— original draft preparation, L.S., X.J. and C.X.; writing— review and editing, L.S., X.J. and C.X.; supervision, L.Y., X.J. and C.X. All authors have read and agreed to the published version of the manuscript.
Funding
Financial supports were provided by Hunan Provincial Natural Science Foundation General Project under Grant 2023JJ30565, Philosophy and Social Sciences fund project of Hunan Province (21YBA202), and Chenzhou Social Science Planning Project under Grant CZSSKL2023123.
Institutional review board statement
Not applicable.
Informed consent statement
Not applicable.
Data availability statement
The data used to support the findings of this study are included within the article.
