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
Qualitative research sample
Twenty-four male participants across England, Scotland and Wales took part. The sample covered 2 age groups with a mix of gambling experiences and backgrounds.
Participants were recruited through 2 recruitment partners: Taylor McKenzie UK, based in Scotland, who sourced participants from Scotland and Wales; and Alona Martin, who recruited the English sample. Both partners are Recruiter Accreditation Scheme (RAS)-accredited and operate in accordance with the Market Research Society Code of Conduct.
A range of recruitment methodologies were employed. Initial outreach was conducted via our partners nationwide databases, to establish a pool of eligible participants. This was complemented by a more community-based approach in Wales, an area traditionally underrepresented in research, to ensure inclusivity and regional diversity.
All participants were screened against our bespoke screening document, designed to evaluate behaviours in line with Problem Gambling Severity Index (PGSI) and Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile (DSM-IV-MR-J) criteria, ensuring they met the projects eligibility requirements.
Age 14 to 17 years
12 boys aged 14 to 17 years old split into 2 groups:
- lower gambling activity. Those who:
- spent their own money on at least one gambling activity, or on a gaming activity with similar risk-reward mechanisms (such as playing arcade machines or purchasing a loot box) in the past 12 months
- did so more than 4 weeks ago
- scored between 1 and 2 on the DSM-IV-MR-J scale.
- higher gambling activity. Those who:
- spent their own money on at least one gambling activity, or on a gaming activity with similar risk-reward mechanisms (such as playing arcade machines or purchasing a loot box) in the past 12 months
- did so within the last 4 weeks
- scored 2 or above on the DSM-IV-MR-J scale.
Activities could include both regulated (for example, arcade machines) and unregulated (for example, playing cards for money with friends) forms of gambling. Unregulated in this context refers to activities that fall outside formal regulatory frameworks, rather than to unlicensed commercial operators.
Age 18 to 25 years
12 men aged 18 to 25 years old split into 2 groups:
- lower gambling activity. Those who:
- paid for gambling-related activities within the past year
- scored between 1 and 2 on the PGSI scale.
- higher gambling activity. Those who:
- paid for gambling-related activities within the past year
- did so within the last 4 weeks
- scored 3 or above on the PGSI scale.
Activities could include scratch cards, lottery draws, betting, bingo, casino games, slot machines and other forms of gambling.
Additional criteria
The additional criteria for the research:
- a broad mix of ages within each band was included
- 16 participants lived in England, 4 in Scotland and 4 in Wales
- the group represented a range of social and economic backgrounds and ethnicities, and included participants from urban, suburban, and rural areas
- participation could include both online and in-person gambling
- all participants were screened for the potential impact of gambling or gambling-like activity on wellbeing.
Methodology Next section
Strengths and limitations
Last updated: 11 December 2025
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