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.
Contents
- About the research
- Summary of findings
- Research approach
- Findings
-
- Gambling literacy is low and often surface-level
- Gaming as a potential entry point to gambling
- Turning 18 marks a formal transition to "adult" gambling
- Gambling embedded in social life is more likely to persist
- Money matters more with age and experience
- Online exposure makes gambling feel ever-present
- Risks, impacts, and warning signs
- Conclusions
- Appendix
Methodology
Humankind Research conducted multi-method and iterative qualitative research to explore how teenage boys and young men think about and experience gambling. Fieldwork took place between July and September 2025.
The research included 4 stages:
Stage 1: Expert interviews
Humankind Research conducted 4 online, 60-minute individual interviews with members of the Gambling Commission’s Lived Experience Advisory Panel (LEAP) and the former Advisory Board for Safer Gambling (ABSG), as well as representatives from GambleAware and the Department for Culture, Media and Sport (DCMS). These discussions helped shape the research design and ensure the work helped reflect lived-experience perspectives and address knowledge gaps.
Stages 2, 3, and 4 were conducted with 24 teenage boys and young men across Great Britain.
Stage 2: Introductory calls
Each participant was invited to a 30-minute call with a researcher, on Zoom or phone based on their preference. In the call, the researcher explained the purpose of the research, described what to expect in the subsequent stages, explained how their information would be used, and answered any questions the participant had.
Stage 3: Online diary tasks
Participants were asked to complete a 4-day online diary exploring their relationship with gambling and gambling-like activities. The diary format provided private space for open and honest responses, using a familiar, app-style interface accessible by phone, tablet or computer. Participants were given the option to respond with text, photo, audio and video.
Tasks invited them to reflect on what they see, do and think in relation to gambling in their daily lives, including social media content, gaming and peer conversations. There were 4 tasks in total which explored:
- their interests and what gambling means to them
- which gambling and gambling-like activities they have engaged with and why
- exposure to gambling-related content or influences, both in-person and online
- perceived upsides and downsides of gambling and gambling-like activities.
Stage 4: In-depth interviews
Sixty-minute follow-up interviews were then conducted online with each participant, moderated by experienced qualitative researchers. These conversations explored gambling behaviours, motivations and perceived impacts in greater depth. In the final part of the interviews, participants were asked to consider how teenage boys and young men could be better supported when it comes to gambling. A list of ‘other people have said’ statements was used as stimulus to aid reflection and discussion in this area. This type of stimulus is commonly used in qualitative research to help individuals articulate their views, react to contrasting viewpoints, and surface thoughts that may not arise spontaneously.
All data were analysed thematically, combining insights from each stage to identify consistent patterns and areas of divergence across ages and activity levels.
Next sectionQualitative research sample
Last updated: 11 December 2025
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