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Report

Understanding the adverse consequences of gambling: the role of gambling activity

The Gambling Commission's report on gambling activity and demographic differences in risk of adverse consequences.

  1. Contents
  2. Method

Method

We conducted secondary analysis of Year 2 (2024) GSGB data, which collected responses from 19,714 adults between January 2024 and January 2025. Participants who had gambled in the past 4 weeks were included in subsequent analyses (N= 9187). 

We used a statistical technique called mediation analysis to test whether demographic differences in adverse consequences can be explained by participation in higher-risk gambling activities.

We focused specifically on past 4-week participation in casino games, fruit and slots, and online instant win games. This was based on preliminary findings which showed:

  1. Higher rates of potential and severe adverse consequences among participants who had played these games in the past 4 weeks, relative to other activities (Table 1).
  2. Participation in these activities was most common among younger participants, males1, people from ethnic minority backgrounds, and those living in lower income households.

Participation in casino games and fruit and slots included both online and land-based play. These modes were analysed together due to the substantial overlap between them: most participants who engaged in land-based play also reported playing online, which limited our ability to assess the independent effect of land-based participation.

Percent of participants reporting potential adverse consequences and/or severe consequences from gambling, by past 4-week gambling activity
Past 4-week gambling activity Percent reporting potential adverse consequences Percent reporting severe adverse consequence Base size (unweighted)
Casino games (online or at a venue or casino) 47% 17% 496
Fruit and slot games (Online or in person) 38% 13% 799
Online instant win games 29% 10% 1,265
Bingo 24% 9% 777
Betting 24% 7% 1,774
Scratchcards 24% 7% 2,257
Lottery draws 10% 2% 7,215

References

1Male and female participants were similarly likely to have played online instant win games in the past 4 weeks and so this activity was not included when comparing sex differences in adverse consequences.

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Background - Adverse consequences
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Results - Adverse consequences
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