Philippine Gaming Revenue Falls 11.4% as Electronic Gaming Sector Contracts Nearly 23%
The Philippine gambling industry generated ₱83.72 billion in gross gaming revenue during the third quarter of 2026, down 11.41% year-on-year, as declining electronic gaming revenue continued to weigh on market performance.
The Philippine Amusement and Gaming Corporation (PAGCOR) has reported a significant contraction in the country's gambling industry during the third quarter of 2026.
According to figures published on November 6, total gross gaming revenue (GGR) reached ₱83.72 billion, compared with ₱94.51 billion during the same period in 2025.
Electronic gaming accounted for most of the decline. Revenue from E-Games, E-Bingo and other covered electronic gaming activities fell 22.86%, from ₱45.73 billion to ₱35.28 billion.
The sector's ₱10.45 billion decline represented almost the entire reduction in industry-wide GGR.
PAGCOR Chairman and CEO Alejandro Tengco identified weaker electronic gaming performance as the main factor behind the results. He also pointed to inflationary pressures and international economic uncertainty affecting discretionary consumer spending.
Land-based licensed casinos demonstrated greater resilience, generating approximately ₱45.4 billion in GGR, broadly in line with the previous year's performance.
The figures provide an important distinction from PAGCOR's recently reported financial results for January–September. The latest statistics measure gaming revenue generated by the Philippine industry as a whole, rather than the regulator's own income.
Electronic gaming had previously become one of the strongest growth drivers of the Philippine market, making its latest contraction particularly significant for operators and technology suppliers.
The results suggest that the sector's near-term performance will depend on regulatory conditions, payment accessibility and consumer demand. Meanwhile, the relative stability of licensed casinos highlights the increasingly different trajectories of the country's online and land-based gaming segments.
Published November 10, 2026 by Brian Oiriga
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