Glossary of terms used in our evidence gaps and priorities
- Affected others
- Somebody harmed by the gambling of another person. This can include the gambler’s partner, their children, their wider family and friends and other social contacts.
- Children
- Consistent with the Gambling Act 2005 (opens in new tab), a 'child' is an individual less than 16 years old, and a 'young person' is an individual who is not a child but is less than 18 years old.
- Data
- When we refer to data, we mean digital information about people, companies and systems. While the legal definition of data covers paper and digital records, the focus of this document is on digital information. Depending on context, this could be administrative, operational and transactional data as well as analytical and statistical data.
- Early gambling experience
- These could occur at any age and on any gambling activity, including the gambling – and gambling-adjacent – activities that are legal for children under British legislation. They are most likely to be experienced in childhood, as a young person or a young adult, but that is not always the case.
- Gambling experiences
- Any experience with a gambling activity, whether it is regulated - such as gambling with licensed operators for betting, casino, bingo, arcade or lottery products - or unregulated gambling such as private betting or poker games with friends.
- Gambling harm
- Gambling-related harms are the adverse impacts from gambling on the health and wellbeing of individuals, families, communities and society.
These harms are diverse, affecting resources, relationships and health, and may reflect an interplay between individual, family and community processes. The harmful effects from gambling may be short-lived but can persist, having longer-term and enduring consequences that can exacerbate existing inequalities. - Gateway products
- This refers to the product on which an individual initially gambles or gambling-adjacent activity that makes it more likely that they gamble in the future. Gateway products are likely to be different for different people, and can be encountered at a variety of ages.
- Operator practices
- This term covers any actions by operators that impact upon consumers, including decisions related to gambling environments and communications with consumers.
- Problem gambling
- Gambling to a degree that compromises, disrupts or damages family, personal or recreational pursuits. We currently measure problem gambling prevalence rates via a number of screening tools including the Problem Gambling Severity Index (PGSI).
- Vulnerability
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A customer in a vulnerable situation who, due to their personal circumstances, is especially susceptible to harm, particularly when a firm is not acting with appropriate levels of actions they should take as a result.
Although not an exhaustive list, we do for regulatory purposes consider that this group will include people who spend more money and/or time gambling than they want to, people who gamble beyond their means, and people who may not be able to make informed or balanced decisions about gambling (for example because of health problems, learning disability, or substance misuse relating to alcohol or drugs). - Young adult
- Individuals aged between 18 and 24 years old.
Evidence gaps and priorities 2023 to 2026 Next page
Background to our evidence gaps and priorities
Last updated: 23 May 2023
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