Esports Betting Industry Report: 2026 Revenue & Market Trends
Ask how big esports betting is and you will get answers that differ by billions of dollars. That is not because anyone is lying. It is because “the esports betting market” is not one thing, and most of the people publishing a number never say which thing they counted.
So we started somewhere else. Between January and March 2026, betting companies licensed in Great Britain reported £3.90 million in esports betting revenue to the Gambling Commission – up 21.1% on the same three months a year earlier. That figure is not a projection or a press release. It is what operators told their regulator they actually earned.
Almost everything else you will read about esports betting is an estimate. This report keeps the two apart. Every number below carries a tag telling you where it came from and how much weight it can hold.
Nearly every argument about the size of esports betting comes down to this. Say a hundred people each stake £10 on a Counter-Strike match. That is £1,000 of turnover – the total wagered. The bookmaker then pays out, say, £950 to the winners. What it keeps, £50, is gross gambling yield, usually shortened to GGY. It is the bookmaker’s revenue.
Turnover is typically many times larger than GGY. Quote one when you mean the other and you can inflate a market twenty-fold without writing a single false number. Every actual figure in this report is GGY, because no regulator anywhere publishes esports turnover.
The eight findings that matter
- British esports betting revenue grew 21.1% in the latest full quarter, from £3.22m to £3.90m. Measured Our maths
- The quarter before that grew even faster – October to December 2025 reached £4.51m, up 22.3%. Measured Our maths
- It is still a very small slice. Esports made up 0.64% of British online betting revenue and 0.25% of all online gambling revenue. Measured Our maths
- The growth is recent, not relentless. The spring 2025 quarter fell 7.9% before the market turned. Measured Our maths
- One big supplier saw its esports betting volumes grow by a median 31% in 2025 – healthy, but a sharp slowdown from 103% the year before. Network
- People watched 3.3 billion hours of esports in 2025, up 1.5%. Counter-Strike alone was up 33%. Audience
- Published global market estimates for 2025 differ by 29.4% – and only one of the three publishers says what it is measuring. Estimate Our maths
- Esports triggered 34 of 300 suspicious betting alerts in 2025, joint third of all sports. Measured
Esports betting in 2026 at a glance
Seven numbers, each with a plain statement of what it measures and when it was measured. If a figure elsewhere on the internet does not come with those two things attached, treat it carefully.
£3.90m
+21.1%
0.64%
$12.6-16.3bn
3.3bn
$272.6m
100m+ hrs
How large is the esports betting market?
There is no honest single answer – and understanding why is more useful than any of the candidate figures.
Three research firms currently publish an esports betting market size. The Business Research Company says $12.59bn for 2025. Spherical Insights says $15.39bn. Business Research Insights says $16.29bn. Highest to lowest, that is a gap of $3.70bn, or 29.4%.
A 29% gap is not rounding. It is a sign that the three are counting different things – and when you look for the definitions, that is exactly what you find. Only one publisher gives one at all. The Business Research Company defines its market as revenue from “real-time betting, comprehensive coverage, marketing solutions, security, and compliance”. Read that again: it is describing companies that sell services to bookmakers, not money wagered by bettors. The other two publish no definition whatsoever.
Estimate The Business Research Company (January 2026), Spherical
Insights and Business Research Insights (July 2026). Bars are deliberately kept separate and labelled by
publisher – these are not points on one line, because they do not measure the same thing.
The Business Research Company’s public summary table lists $21.61bn as a 2035 figure, alongside growth of 11.1% a year from 2026 to 2035. Run those numbers: 11.1% compounded on its own $14.17bn 2026 base for nine years gives roughly $36bn, not $21.61bn. Getting from $14.17bn to $21.61bn over nine years needs 4.8%.
The 11.1% rate only works if the endpoint is 2030 – which is what the report’s own body text says. The date in the summary table is simply wrong, and anyone quoting “$21.61bn by 2035” is repeating an error.
| Publisher | Published | 2025 value | Forecast | Growth | What it says it measures |
|---|---|---|---|---|---|
| The Business Research Company | Jan 2026 | $12.59bn | $21.61bn by 2030 | 11.1% | Revenue from betting-related services – not turnover, not GGY |
| Spherical Insights | Jul 2026 | $15.39bn | $62.96bn by 2035 | 15.13% | Not published |
| Business Research Insights | Jul 2026 | $16.29bn | $51.74bn by 2034 | 13.7% | Not published |
Estimate Publisher summary pages, retrieved 4 August 2026. Deliberately not plotted as one series, because they do not measure the same thing.
The defensible way to describe this is a range of published estimates between roughly $12.6bn and $16.3bn – not a market value. If you need a number you can stand behind, use regulator data for the country you care about. That is what we do next.
What esports betting actually earns
Great Britain is the most useful country to look at, for one simple reason: the Gambling Commission counts esports as its own category and publishes the number. Very few regulators do.
The picture that emerges is not the smooth upward curve the marketing decks promise. Revenue was falling in spring 2025. Then it turned, and turned hard.
Measured Our maths UK
Gambling Commission operator data, covering roughly 70% of the British online market. July-September was
unobtainable in both years and is left out rather than interpolated.
| Quarter | Earlier year | Later year | Change |
|---|---|---|---|
| April-June | £4,321,181 (2024) | £3,979,953 (2025) | −7.9% |
| July-September | not published | not published | – |
| October-December | £3,685,911 (2024) | £4,509,223 (2025) | +22.3% |
| January-March | £3,218,010 (2025) | £3,897,122 (2026) | +21.1% |
Measured Our maths UK Gambling Commission operator data, published August 2025, February 2026 and May 2026. Quarterly totals are our sums of the Commission’s published monthly figures. July-September was unobtainable in both years; we have left it blank rather than guess.
Month by month, the volatility is even clearer. Esports betting revenue rises and falls with the tournament calendar, and December 2025 – a month containing a Counter-Strike Major – produced the strongest single month in the whole published series.
Measured UK Gambling Commission operator data, April 2024 to March 2026. The line breaks across July-September in both years, where no figures were obtainable. December 2025 contained a Counter-Strike Major.
How much is that, in context?
Total British online gambling revenue in January to March 2026 was £1.55 billion. Esports contributed a quarter of one per cent of it. For comparison, football betting alone generated £1.3 billion across the 2024-25 financial year.
That is not a criticism of esports betting. It is the necessary context for a 21% growth rate: it is growing quickly from a genuinely small base, which is a very different story from the one usually told.
No regulator anywhere publishes esports turnover – the total amount wagered – for 2025 or 2026. Not one. If you see a headline claiming “$X billion bet on esports”, ask where it came from. Every actual figure in this report is revenue after winnings are paid, because that is the only thing anyone officially counts.
What changed in 2025 and 2026
Four things genuinely shifted, and they pull in different directions.
Growth came back – after a decline. British esports betting revenue fell 7.9% year on year in spring 2025, then grew by more than 21% in each of the two comparable quarters that followed. Anyone who described 2025 as a straight-line growth year was not looking at the data.
Supplier growth slowed sharply. Betting supplier Oddin.gg reported that staked volumes across its bookmaker clients grew 31% in 2025. The same report a year earlier put growth at 103%. Still growing; growing roughly a third as fast.
Valve pulled the plug on a major team funding source. In December 2025 Valve rewrote the rules for licensed Counter-Strike 2 tournaments, banning sponsorship from any company that touches players’ Steam inventories – skin gambling sites, case-opening sites and skin traders. ESL FACEIT Group brought its own rulebook into line on 7 July 2026. Ordinary licensed bookmakers were untouched, because they do not deal in skins.
Esports arrived on prediction markets. In the United States, contracts on esports match outcomes now trade on exchanges regulated as financial markets rather than as gambling. In June 2026 alone, one platform recorded $231.8m of esports contract volume. That is a different product from a bet, and we treat it separately below.
Which esports do people actually bet on?
Here is an awkward truth: no regulator publishes esports betting split by game. Everything we know comes from two commercial sources, each covering one network. Neither is a global measurement, and we label both accordingly.
The first is supplier Oddin.gg, reporting growth across the bookmakers it serves.
Network Oddin.gg 2025 Esports Betting Review via iGaming Business.
One supplier’s client base, not the global market, and not convertible into absolute figures. The Mobile Legends
labels are disputed between outlets – the growth is real, which metric is which is not settled.
| Title | Amount staked | Number of bets |
|---|---|---|
| Mobile Legends: Bang Bang | +62% | +41% |
| League of Legends | +46% | +32% |
| Dota 2 | +31% | +12% |
| Counter-Strike 2 | +30% | +23% |
| VALORANT | +18% | +10% |
Network Oddin.gg 2025 Esports Betting Review, via iGaming Business. One supplier’s client base, not the global market. The report itself is not public. Trade coverage disagrees on whether the 62% and 41% figures belong to volume or bet count for Mobile Legends – the direction is consistent, the label is not.
Notice that in every single case, the amount staked grew faster than the number of bets. That gap means the same customers are betting bigger, not just betting more often. The supplier reports the average stake at the League of Legends World Championship at €77, up 166% in a year, and at VALORANT Champions 2025 at €47, up 21%.
The second source is the prediction-market side, where Counter-Strike 2 dominates so completely it barely leaves room for anything else.
Network Kalshi platform data via Esports Insider and Esports.gg.
Contract volume is the value of contracts changing hands, not money risked with a bookmaker – traders buy and
sell positions. It cannot be compared with betting turnover or GGY.
Network Kalshi platform data via Esports Insider and Esports.gg. Contract volume is not the same as money staked with a bookmaker: traders buy and sell positions rather than risking a full stake, so the figure cannot be compared with betting turnover or GGY.
Across the whole of June 2026, Counter-Strike 2 single-match contracts accounted for $132.1m of the platform’s $231.8m esports total – 57%, rising to 59% once tournament-winner markets are included. During the week of the IEM Cologne Major it hit 65.5%.
Who is watching, and does it matter?
People watched 3.3 billion hours of live esports in 2025, up 1.5% and the third year of growth in a row, according to Esports Charts. That figure excludes mainland China entirely, so the real global total is higher by an unknown margin. Mobile titles accounted for more than a quarter of all viewing.
The interesting part is not the headline but what sits underneath it. Counter-Strike’s watch time rose 33% – enough on its own to cancel out declines across the six worst-performing titles. And Esports Charts attributes that growth, in part, to money from gambling and betting sponsors funding a busier tournament calendar, which drew better teams and more co-streamers.
That is a rare, documented loop running from betting money into audience growth. It is worth noticing precisely because the reverse claim – that big audiences automatically produce big betting revenue – does not hold up.
The two rankings diverge sharply. Neither Counter-Strike Major made the 2025 top ten by peak viewers. Yet Counter-Strike leads every measure of betting and contract activity we could find. Popularity and wagering are related, but they are not the same, and one should never be used as a proxy for the other.
In the first three months of 2026, Mobile Legends: Bang Bang led all titles with a 5.68 million peak audience, driven by the M7 World Championship – the next highest title peaked about 73% lower. League of Legends reached 1.5 million, Counter-Strike 1.39 million, VALORANT 883,000 and Rocket League 624,300.
The biggest tournaments
Audience Esports Charts, excluding mainland China platforms.
Audience size suggests commercial potential. It does not measure betting activity – neither Counter-Strike Major
reached the 2025 top ten by peak viewers.
| # | Event | Game | Hours watched | Peak viewers |
|---|---|---|---|---|
| 1 | LCK 2025 Season | League of Legends | 161,795,458 | 2,032,201 |
| 2 | 2025 World Championship | League of Legends | 136,433,724 | 6,752,585 |
| 3 | MPL Indonesia Season 15 | Mobile Legends | 113,297,083 | 4,132,224 |
| 4 | MPL Indonesia Season 16 | Mobile Legends | 101,258,660 | 3,110,921 |
| 5 | BLAST.tv Austin Major | Counter-Strike 2 | 76,107,382 | outside top 10 |
| 6 | Mid-Season Invitational | League of Legends | 75,301,957 | 3,447,582 |
| 7 | StarLadder Budapest Major | Counter-Strike 2 | 71,313,787 | outside top 10 |
| 8 | The International 2025 | Dota 2 | 63,159,604 | outside top 10 |
| 9 | MLBB Mid Season Cup | Mobile Legends | 50,339,328 | 3,069,302 |
| 10 | LCK Cup 2025 | League of Legends | 48,203,855 | 1,907,634 |
Audience Esports Charts, excluding mainland China platforms.
The largest completed event of 2026 so far is the IEM Cologne Major, played in Germany from 2 to 21 June. It became the first Counter-Strike tournament ever to pass 100 million hours watched, peaking at 2,751,121 viewers as Team Falcons swept FURIA 3-0. Thirty-two teams, a $1.25m prize pool, 67,000 people through the doors, and three all-time records broken at once.
By announced prize money, the biggest completed event is still the Esports World Cup 2025 in Riyadh – over $70m across 25 tournaments in 24 games between 7 July and 24 August 2025. The 2026 edition moved to Paris and was due to finish on or around 1 August 2026; verified final figures had not been published when this report was compiled, so we have left it out rather than guess.
Prize money: a different kind of number
Prize money is what publishers and organisers pay out to players. It is a cost to the industry, not income, and it has no direct relationship with how much anyone bets. We include it because it is a reliable signal of where investment is flowing.
In 2025 the total passed $272.6m, up 15%. Counter-Strike overtook Dota 2 at the top for the first time.
Audience Esports Charts, from more than 10,500 tournaments across
over 100 titles. Prize money is paid to players. It is not betting revenue and not market size.
| Title | 2025 prize money | Change on 2024 |
|---|---|---|
| Counter-Strike | $32,279,855 | +41.5% |
| Dota 2 | $23,149,768 | no real change |
| Honor of Kings | $21,777,087 | +3.8% |
| Fortnite | $15,649,066 | +14.6% |
| PUBG Mobile | $15,308,988 | −7% |
| League of Legends | $14,923,025 | +59% |
| VALORANT | $11,259,422 | +23% |
| Rocket League | $9,783,302 | +45% |
| Rainbow Six Siege | $9,408,120 | −2.3% |
| PUBG: Battlegrounds | $7,825,308 | modest rise |
Audience Esports Charts, covering over 10,500 tournaments across more than 100 titles. The Honor of Kings and PUBG Mobile movements are partly currency effects on yuan- and rupee-denominated pools.
These ten titles account for 59.2% of all 2025 prize money. The remaining 41% is spread across more than ninety other games – a long tail that rarely makes the headlines.
Where esports betting is allowed
You will find plenty of colourful world maps claiming to show where esports betting is legal. Most are guesswork, built by noting which countries a bookmaker will accept sign-ups from. That is not evidence of anything.
So this section is short on purpose. It covers only places where we found current, checkable evidence – and one publisher policy that has changed more in practice than most laws have.
| Where | Position | Authority | What that rests on |
|---|---|---|---|
| Great Britain | Permitted under the sports-betting rules | Gambling Commission | Esports is reported as its own licensed online betting category with published revenue |
| Brazil | Permitted under the sports-betting rules | Secretaria de Prêmios e Apostas | Federal fixed-odds regime under Law 14,790/2023; foreign licences not recognised |
| United States (federal event contracts) | Permitted with restrictions – and actively disputed | Commodity Futures Trading Commission | Esports contracts trade on regulated exchanges; 39 states and DC have opposed the model in court |
| Colorado | Unclear from official guidance | Limited Gaming Control Commission | Secondary sources contradict each other outright; we found no primary document to settle it |
| Counter-Strike 2 (publisher policy, worldwide) | Skin-linked sponsors banned | Valve, ESL FACEIT Group | December 2025 tournament licence change; organiser rulebook aligned July 2026 |
Measured UK Gambling Commission; ICLG Brazil 2026; Valve’s Tournament Operation Requirements as reported; ESL FACEIT Group. This is not a global legal guide, and the Colorado row records a conflict rather than a conclusion. Always check your own national regulator.
Four products people constantly confuse
Much of the confusion around esports betting statistics comes from four different things being lumped together. They are not the same, and the British data proves it.
Competitive esports betting means real money on organised human-versus-human matches – Counter-Strike 2, League of Legends, Dota 2, VALORANT, Mobile Legends and the rest. Outcomes come down to how well people play. This is what the Gambling Commission counts.
Esports simulations such as esoccer and ebasketball are short matches where real people compete using sports video games, often running around the clock specifically for betting. Humans decide the result, but the competitive context is nothing like a professional circuit. Betting on organised EA Sports FC competitions counts as proper esports; a continuous stream of operator-created fixtures generally does not.
Virtual sports have no humans in them at all. The result is generated by software. Here is how differently they behave: in January to March 2026, virtual betting made £9.23m in Britain – 2.4 times more than esports – but grew just 0.3% year on year, against esports’ 21.1%. Same shelf in the bookmaker’s app; completely different businesses.
Skin gambling means wagering in-game cosmetic items instead of cash. Because skins have shifting third-party resale values, players often genuinely cannot say how much they are risking. These platforms have mostly operated outside gambling licensing, which means no age checks, no deposit limits, no self-exclusion and nobody to complain to.
The law here has not moved much. The commercial reality has. Since December 2025 Valve has barred skin-linked companies from sponsoring anything at licensed Counter-Strike tournaments, and in July 2026 ESL FACEIT Group extended that to team sponsorship. Licensed cash bookmakers are unaffected – they never touched Steam inventories in the first place.
Integrity, risk and staying safe
In 2025 the International Betting Integrity Association escalated 300 suspicious betting alerts across 16 sports – up 29.3% on the year before. Esports produced 34 of them.
Measured International Betting Integrity Association 2025 Sports Betting Integrity Report. IBIA states that alert counts are not a direct measure of confirmed corruption and that rising totals partly reflect its own expanding monitoring coverage.
Measured IBIA 2025 Sports Betting Integrity Report. IBIA is clear that alert counts are not a measure of confirmed corruption, and that rising totals partly reflect its own wider monitoring.
Esports supplied 11.3% of alerts while generating well under 1% of British betting revenue. That gap deserves careful reading rather than alarm. Esports produces enormous numbers of short, thinly-traded matches, and more matches means more anomalies to flag. Even so, IBIA data helped confirm 54 corrupted matches in 2025, with esports cases leading to sanctions against one player and one team.
Esports also has a problem other sports do not: roughly 11% of 2025 alerts could not be assigned to any country at all, largely because it is often unclear where an esports match is physically hosted. That makes handing a case to a national authority much harder.
Licensed operators come with protections. Age verification, deposit limits, self-exclusion and a complaints route. Unlicensed skin platforms generally offer none of these.
Check the minimum age. It is 18 in Great Britain and 21 in most US states that permit sports betting.
Prediction markets are not bookmakers. Event contracts are regulated as financial products, so the consumer protections differ from those attached to a licensed sportsbook.
If you want to bet, use a licensed esports betting site and treat any platform that accepts in-game items as unregulated.
How we put this together
Research date. Every source was retrieved on 4 August 2026 and the report is current to that date.
Which sources we trusted, and in what order. Regulators, game publishers, tournament organisers and integrity bodies came first. Specialist measurement firms and betting suppliers came second, always labelled as such. Market-research estimates came third and were never treated as fact. Trade publications were used to find primary material, not to substitute for it.
Definitions we held to. Gross gambling yield means stakes minus winnings paid. Turnover means the total wagered – and no verified esports turnover figure exists, so none is quoted. A supplier’s “betting volume” means amounts staked through that supplier’s network. Prediction-market contract volume is the notional value of contracts traded and is not handle. Hours watched and peak viewers measure audiences. Prize money is paid to players.
Currency. No conversions. Regulator figures stay in pounds, market estimates and prize money in dollars, average stakes in euros – exactly as published. Converting at an unstated date would add error without adding information.
Our calculations. Every derived figure uses exact published values, never rounded chart labels. Quarterly totals are sums of published monthly figures. Year-on-year changes compare identical calendar months. Share calculations take numerator and denominator from the same table, sample and period. All twelve calculations are published in full in the accompanying data file.
Where sources disagreed. We show both, with their definitions and dates, and pick neither silently. Where definitions cannot be reconciled, we describe a range of published estimates instead of a single value.
What we left out. The Esports World Cup 2026 is excluded because it had not been verified as complete with published figures. No partial period has been annualised. July to September is missing from the British series in both years, so we publish no full-year British total.
Known limits. The UK figures cover about 70% of the online market and may include free bets; the Commission says they must not be compared with its Industry Statistics series, and it stopped publishing the series after March 2026. Esports Charts excludes mainland China. Oddin.gg’s report is gated, so its figures come via trade press and one label is disputed. The prediction-market data covers one platform. Colorado is unresolved.
Sources
- UK Gambling Commission – Gambling business data on gambling to March 2026Published 21 May 2026 · covers January-March 2026 and January-March 2025
- UK Gambling Commission – Gambling business data on gambling to December 2025Published 5 February 2026 · covers October-December 2025 and 2024
- UK Gambling Commission – Gambling business data on gambling to June 2025Published 14 August 2025 · covers April-June 2025 and 2024
- Esports Charts – Esports sets new record with 3.3B yearly hours watchedPublished 6 May 2026 · covers full-year 2025
- Esports Charts – Most viewed esports events of 2025Published 23 December 2025
- Esports Charts – Esports prize money in 2025Published 17 December 2025
- Esports Charts – Top esports games and tournaments by live viewership in Q1 2026Published 20 April 2026
- ESL FACEIT Group – IEM Cologne 2026 Major breaks recordsPublished 23 June 2026 · covers 2-21 June 2026
- iGaming Business on the Oddin.gg 2025 Esports Betting ReviewPublished 26 March 2026 · covers full-year 2025
- IBIA 2025 Sports Betting Integrity Report, via YogonetPublished 4 February 2026 · covers full-year 2025
- Esports Insider – Kalshi esports prediction markets, June 2026Published 3 July 2026
- ESL Pro Tour Counter-Strike Rulebook 2026 Update #2Published 7 July 2026
- Esports World Cup Foundation – Esports World Cup 2025 opening releasePublished 10 July 2025 · covers 7 July-24 August 2025
- The Business Research Company – E-Sports Betting Market Report 2026Published January 2026
- Spherical Insights – Global esports betting market 2026-2035Published July 2026
- Business Research Insights – eSports betting market size and sharePublished July 2026
Questions people actually ask
How big is the esports betting market in 2026?
There is no verified global figure. Published estimates for 2025 run from $12.59bn to $16.29bn – a 29.4% spread – and because the publishers use different or unstated definitions, you cannot average them or pick one. For a number you can defend, use regulator data: British licensed operators earned £3.90m from esports betting in January to March 2026.
How much money is bet on esports?
Nobody publishes it. No regulator reports esports betting turnover, and the commercial sources that report growth publish percentages rather than pounds or dollars. Every actual figure here is revenue after winnings, which is much smaller than the total wagered.
Which esport attracts the most betting?
Counter-Strike 2, on every measure we could find. It took 57-59% of esports contract volume on the largest US prediction-market platform in June 2026. On growth, Mobile Legends: Bang Bang moved fastest across one supplier’s network in 2025, ahead of League of Legends. All of this comes from single-network sources, because no regulator splits esports betting by game.
Is esports betting the same as virtual sports?
No. Esports betting is on real people playing competitive video games. Virtual sports are generated by software with no human competitors. The British data shows how different they are: virtual betting made 2.4 times more revenue in January to March 2026, but grew 0.3% year on year against esports’ 21.1%.
Is skin betting regulated?
Usually not. Most skin gambling sites operate outside gambling licensing, so there is no age verification, no deposit limit, no self-exclusion and no complaints route. What changed in December 2025 was commercial, not legal: Valve barred sponsors that touch players’ Steam inventories from licensed Counter-Strike tournaments, and ESL FACEIT Group extended that to team sponsorship in July 2026. Those are contract terms, not laws.
Why do the market-size estimates differ so wildly?
Because they are counting different things. Only one of the three publishes a definition, and it describes revenue from services sold to bookmakers rather than money wagered. The others say nothing at all. Turnover, gross gambling yield and supplier revenue can differ by a factor of twenty, so figures built on different bases simply are not comparable.
Is esports betting legal?
It depends entirely on where you are, and we only cover places with checkable evidence. It is offered by licensed operators in Great Britain and within Brazil’s federal betting regime. In the United States, esports event contracts trade on federally regulated exchanges – a model that 39 states and the District of Columbia are contesting in court. Confirm the position with your own national regulator rather than assuming that a site accepting your sign-up means it is lawful where you live.
How fast is esports betting growing?
In the only market with published actual data, revenue grew 21.1% year on year in January to March 2026 and 22.3% the quarter before – but fell 7.9% in spring 2025. So: growing quickly right now, from a small base, after a wobble. Across one supplier’s global network, staked volume grew 31% in 2025, down from 103% the year before.
About this report. Researched and written by Pavel Kateliev, 5 August 2026. Every figure is traceable to a named source with a publication date and a data period. These sources may be found in the Sources section above.
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