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Report

Lived experiences of gambling in teenage boys and young men: Qualitative research

Qualitative research to explore the lived experiences of teenage boys and young men aged 14 to 25 years.

2 - Gaming as a potential entry point to gambling

Gaming normalises chance and reward from an early age

For many teenage boys and young men in the sample, gaming was their first online exposure to the mechanics of chance and reward that also underpin gambling. While some had already encountered similar dynamics in childhood through arcade games such as penny pushers or claw machines, features like loot boxes and prize packs brought these risk–reward mechanisms into everyday gaming environments. This introduced the idea of paying for an uncertain outcome in a setting that felt playful and familiar, making gambling-like behaviours feel routine long before money was directly at stake.

"I bought loot boxes in FIFA from the age of 11 to 15. Everyone played and you wanted to have the best team possible… it was the thrill of opening it, the chance you might get a really good player."
23 year old, lower gambling activity

Although participants did not initially view these mechanics as “gambling”, broad discussion of emotional dynamics surfaced spontaneous reference to anticipation, frustration, and the impulse to try again after disappointment.

Loot boxes feel different, but share the same ingredients

Loot boxes were most commonly mentioned by those under 18. They were seen as part of the game rather than a form of gambling because they:

  • rewarded players with in-game items rather than money
  • were framed as skill-based or collectible
  • offered a guaranteed return, even if it was not the desired one.

"When you are buying a [FIFA Ultimate Team] pack, you know you will get something in return. But with gambling, you either win or lose."
16 year old, higher gambling activity

However, when prompted to reflect more deeply, many participants agreed that the underlying mechanics met their own definition of gambling - “risking something for a potential reward.”

"Loot boxes should be classed as gambling, because there’s risk involved. You’ll get something that may not be worth what you paid."
16 year old, higher gambling activity

Early gaming habits teach risk and reward without recognition of cost

Because gaming is embedded in leisure time from childhood, these gambling-like experiences often occur without adult supervision or awareness of spending. Small, frequent purchases accumulate unnoticed, masking their financial and emotional impact.

"I spent a lot of money on FIFA packs when I was 15 and started getting my own money. I was buying packs every week trying to get better players… I stopped last year when I realised I’d spent £400."
16 year old, higher gambling activity

These experiences introduced both the thrill of uncertainty and the beginnings of compulsive engagement, sensations later echoed in gambling.

Case study: Ethan, 17 — when gaming stopped feeling like a game

Ethan loved football and spent hours on FIFA after school. Opening player packs started as part of the fun – a chance to build his dream team and share the excitement with friends. But as he grew older and began earning his own money, the small, harmless purchases became something else. He shared,

"It basically started off as a hobby if I had a bit of spare money, but it got to the point where I was spending like £100 or more in one week – that’s when I realised it had gone way too far."

The thrill of revealing each card felt like a win, but the frustration when he did not get what he wanted pushed him to try again. Watching YouTubers open endless packs made it seem alluring, even skilful.

By 15, Ethan realised he was spending far more than he meant to, chasing that same buzz each time. He quit the game completely after noticing how angry and deflated he felt.

Now, when he and his friends make small football bets, he keeps strict limits. "I look how much money I have and see how much I can realistically put into it if I was going to do it… I always stick to it."

Ethan’s story shows how gaming rewards can quietly familiarise young people with gambling-like patterns of anticipation, reward, and risk - but also how these experiences can prompt reflection and help shape more cautious habits as they get older.

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Gambling literacy is low and often surface-level
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Turning 18 marks a formal transition to "adult" gambling
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