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The $0 Sport That Could Fund a $1B Platform: Why Skill Challenges Are the Next Mass-Market Product

Skill challenges carry near zero rights and payroll costs while addressing 247 million Americans who already throw or kick a ball. Fantasy sports at 53 million U.S. players and global sports betting at $112 billion prove fans pay to compete, making structured physical contests the participation revenue engine for the FSP platform.

July 2026 · 10 min read · LSC Research

Basketball mid flight toward hoop overlaid with rising participation chart
LSC Research visual. A single shot at a target represents the simplest unit of paid sports participation, and the foundation of a billion dollar platform.
57M
Fantasy sports players in the U.S. and Canada
$38.5B
Global fantasy sports market size in 2025
$112B
Global sports betting market in 2025

Fan willingness to pay was never the obstacle

Fantasy sports established, at measurable scale, that fans will pay to compete. The Fantasy Sports and Gaming Association counted 53 million active U.S. players in 2025, with total U.S. market revenue reaching $9.12 billion for the year. Average annual spend per active player ran to roughly $172, according to Demandsage in 2025. That figure came from people who chose to spend it, in a format built entirely on sports knowledge, with no physical proximity to an arena required. The behavioral pattern those players demonstrate is the same one a skill challenge platform needs to activate.

The global fantasy market reached $38.5 billion in 2025 and is projected to reach $42.37 billion in 2026, per Mordor Intelligence. Entry fee contests captured 61% of total revenue, meaning the majority of what fans spent went directly into competitive formats rather than subscriptions or media access. The market grew at 13.66% annually, compounding across a base above 50 million active players. Growth at that rate does not happen through novelty alone. It happens because the format fits something fans already want to do.

Skill challenges inherit that behavioral engine at lower regulatory cost. Fantasy sports required years of legal clarity to operate freely across states, and some daily fantasy platforms still face scrutiny in several jurisdictions. A skill challenge format that tests physical accuracy rather than statistical prediction carries lighter compliance exposure in most states while addressing the same underlying demand: the chance to compete on something the participant believes they are good at. PrizePicks already reached more than 45 U.S. jurisdictions through a skill contest format, per Allwyn's January 2026 disclosure. The regulatory overhead for physical skill contests is substantially smaller.

Fantasy Sports in the U.S., 2025
Spending behavior already organized around paid competition
Active U.S. Players
53 million
U.S. Market Revenue
$9.12B
Avg Annual Spend per Player
$172
Global Market Size
$38.5B
Entry Fee Contest Share
61%
Source: Fantasy Sports and Gaming Association; Demandsage 2025

Sports betting at $112 billion calibrates the ceiling

The global sports betting market reached $112.26 billion in 2025 and is projected to grow to $124.88 billion in 2026, expanding at 11.24% annually through 2035, according to Precedence Research. The online segment accounts for 75% of volume. In the U.S., DraftKings posted $6.3 billion in revenue and FanDuel posted $5.3 billion in 2025, with total U.S. sports betting revenue crossing $16 billion for the year, per Business of Apps. Two operators, in a market that was legally closed at the federal level until 2018, now collectively generate more than $11 billion in annual revenue.

Skill challenges do not compete directly with betting. The comparison exists for calibration. Both the fantasy market and the betting market emerged from near zero in less than a decade each, once the regulatory pathway opened and the product fit fan behavior closely enough. U.S. sports betting went from effectively zero legal revenue in 2017 to $16 billion in 2025, per Business of Apps. That trajectory illustrates what participatory sports formats generate when the friction is low and the product answers a genuine fan motivation.

Skill challenges carry lower friction than either market achieved at launch. There is no statistical literacy required, no point spread to interpret, and no waiting period between attempt and result. The participant takes the shot, the platform records the outcome, and the contest resolves. Markets that started from less favorable conditions grew into the figures Precedence Research and Business of Apps reported for 2025. A format with broader appeal and lighter compliance demand should not be expected to plateau below those numbers within a comparable time window.

Participatory Sports Markets, 2025
What fans already pay to play
Global Sports Betting
$112.26B
Global Fantasy Sports
$38.5B
U.S. Sports Betting
$16B
U.S. Fantasy Sports
$9.12B
Source: Precedence Research; Fantasy Sports and Gaming Association 2025

Three platforms already validated the model at institutional scale

PrizePicks generated $339 million in adjusted EBITDA in the 12 months ending June 2025, with revenue growing more than 60% year over year, and ranked on the Deloitte Technology Fast 500 for the fourth consecutive year. In January 2026, lottery operator Allwyn purchased 62.3% of the platform for approximately $1.5 billion, placing PrizePicks enterprise value above $2.4 billion. The platform operates in more than 45 U.S. jurisdictions. Nothing in its revenue base requires a broadcast license or a league affiliation. The valuation was earned entirely through the skill contest format.

Underdog Fantasy closed a $100 million Series C in March 2025 led by Spark Capital, reaching a $1.225 billion valuation, nearly triple its July 2022 figure of $485 million, per Sportico and Legal Sports Report. The company projects roughly $500 million in annual revenue, reports more than 5 million active users, and ranked fourth among the most downloaded sports gaming apps in the U.S. Underdog earns approximately 10 to 15% of entry fees across football, NBA, and MLB contests. Both PrizePicks and Underdog built their scale outside sports betting regulation in most states, keeping compliance costs substantially below those of a licensed sportsbook.

Topgolf applies the same principle in a physical format. Full year 2025 segment revenue guidance landed at $1.77 to $1.79 billion across 99 venues worldwide, according to Topgolf Callaway Brands Q3 2025 earnings. In late 2025, Leonard Green and Partners agreed to acquire a 60% stake in the Topgolf and Toptracer business at an implied valuation of approximately $1.1 billion, with the transaction closing January 1, 2026. Net proceeds to the seller ran roughly $800 million. That valuation was built through a single mechanic: give a participant a target, charge for the attempt, and layer experience around the session.

Skill Platform Valuations Built Without Sports Rights
Three operators that monetized participation rather than broadcast
PrizePicks Enterprise Value
$2.4B
Underdog Fantasy Valuation
$1.23B
Topgolf Implied Valuation
$1.1B
Source: Allwyn/PrizePicks press release 2026; Sportico 2025; PR Newswire 2025

247 million Americans already do what the platform asks them to do

For the first time in SFIA tracking history, 80% of Americans, or 247.1 million people, participated in at least one sport or fitness activity in 2024. Between 2021 and 2025, the share of U.S. adults exercising or playing sports at least once a week grew from 43% to 58%, according to Morning Consult's 2025 State of Sports Participation report. Those figures represent the addressable base before a single marketing dollar is spent. The participant is already practicing the physical action. The platform needs only to give that action a competitive structure and a payment mechanism.

Basketball is the most popular youth sport in the U.S., with 29% of children ages 6 to 17 having played between August 2024 and August 2025, per Project Play's 2025 State of Play report. Soccer follows at approximately 26%. Both sports are built around the exact physical actions a skill challenge platform tests: shooting accuracy, kicking precision, timed completion against a target. No custom behavior needs to be introduced. The participant learned the action years before encountering the platform, which is the inverse of how fantasy sports recruited its first users.

The demographic spread of that participant base matters as much as its size. It spans youth leagues through adult recreational play, casual park sessions through competitive club programs, and requires no league affiliation to participate in a skill challenge format. Fantasy sports drew from a fan base that consumed sports but did not necessarily play them. Skill challenges draw from a participant base that already performs the relevant physical task. The addressable population is therefore broader, not narrower, than the market fantasy sports entered at its commercial inception.

U.S. Sports Participation Snapshot, 2024-2025
The addressable base before any acquisition spend
Americans Active in Sport/Fitness
247.1M (80%)
Adults Exercising Weekly (2025)
58%
Youth Playing Basketball
29%
Youth Playing Soccer
26%
Source: SFIA 2024; Morning Consult 2025; Project Play 2025

NBA All-Star 2026 showed that skill events draw what exhibitions cannot

The 2026 NBA All-Star Game averaged 8.8 million viewers, the largest All-Star audience since 2001, according to NBA.com, reversing a decade of steady erosion. The weekend was anchored by skill and shooting contests: Damian Lillard's third State Farm 3-Point Contest victory and the return of the Shooting Stars team challenge, absent from the All-Star program since 2015. Individual skill events carry production costs far below a regular season broadcast and require no player contract beyond an appearance fee. The format did something the exhibition game had repeatedly failed to do: it gave fans a reason to stay through the broadcast.

The NBA replaced its traditional Skills Challenge with the Shooting Stars format for 2026, introducing four competing teams across various shot locations including a half-court attempt, per NBA.com. Audience response confirmed that structured physical competition with individual performance at the center generates engagement that passive exhibition no longer reliably delivers. That result carries a direct implication for skill challenge product design at any scale. The mechanism that reversed All-Star viewership decline works because it puts personal performance, not spectacle, at the center of the product. That is what skill challenges do.

Skill challenges are where the FSP participation revenue engine begins

The case is not speculative. Fantasy sports proved, at 53 million active U.S. players, that fans pay to compete on performance. Sports betting proved, at $112 billion in global volume in 2025, that legalized participation spending reaches institutional scale inside a decade. PrizePicks proved, at a $2.4 billion enterprise valuation following the Allwyn transaction, that a skill format without rights ownership generates acquisition premiums large enough to attract lottery operators. Topgolf proved, at $1.77 billion in 2025 segment revenue, that physical skill gamification builds category defining businesses. Every comparable market moved in the same direction, through the same mechanism, in a compressed time window.

Skill challenges cost less to build and operate than any equivalent sports product. They address a participant base of 247 million Americans who already perform the underlying physical actions. They carry lower regulatory exposure than betting platforms in most states. As the 2026 NBA All-Star results confirmed at 8.8 million viewers, audiences follow structured skill competition even when the event carries no playoff consequence. The FSP platform does not need to create demand for skill challenges. That demand is organized, demonstrated across multiple markets, and has already funded platforms valued in the billions. The remaining argument is about cost, timing, and who builds first.

Sources and methodology

All figures are generated through the LSC Research source-recency gate and reviewed before publication.