Report
ABSG Progress Report on the National Strategy to Reduce Gambling Harms – Year Two
ABSG - Year two Progress Report on the National Strategy to Reduce Gambling Harms
Contents
- Executive summary
- Recommendations
- Introduction
- Delivery and governance
- Prevention and education
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- Prevention and education
- Improved regulatory protections
- Suicide and gambling
- Improved profile of gambling harms as a public health issue
- Increased engagement from the financial services sector
- Gambling is not yet fully integrated with local public health activity
- Increased education and awareness raising activity
- Treatment and support
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- Treatment and support
- Expansion of treatment and support services in new areas
- The evidence base for treatment is developing but incomplete
- Need for more integrated treatment services
- Clarification of referral pathways required
- Triage and completed treatments
- Lack of independent quality assurance
- Follow-up support
- Conclusions
- Annex 1: Priority Metrics for measurement of National Strategy to Reduce Gambling Harms
Awareness and use of virtual money or tokens to bet on sports matches
Figure 15: Whether young people have ever used apps or websites which allow them to use virtual money or tokens to bet on sports matches
Figure 15 information
GC_SPORTSBET. Have you ever used apps or websites which allow you to use virtual money or tokens to bet on sports matches?
Base: All participants answering (2,852).
Experience using apps to use virtual money or tokens to bet on sports matches | Percentage |
---|---|
Yes | 11% |
No | 79% |
Don't know | 10% |
To further explore the way in which young people engage online, they were asked if they had ever used apps or websites which allow them to use virtual money or tokens to bet on sports matches. One in ten (11 percent) of young people have experienced using virtual money in apps and on websites to bet on sports matches.
Boys were more likely (14 percent) to have had experience with these apps and websites than girls (7 percent). Additionally, respondents being identified as ‘at risk’ on the youth adapted problem gambling screen Diagnostic and Statistical Manual of Mental Disorders 4th Edition - Multiple Response Juvenile (DSM-IV-MR-J) were more likely (26 percent) to have had experience with these apps and websites than those identified as ‘non-gamblers’ (9 percent).
Last updated: 16 November 2023
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