Report
Young People and Gambling 2022: Official statistics
Gambling Commission report produced by Ipsos on young people and their gambling behaviour, attitudes and awareness in 2022.
Contents
- Executive summary
- Young people’s active involvement in gambling
- Summary
- Young people's active involvement in gambling
- Variations in active involvement in gambling
- Variations in active involvement in types of gambling activities
- Prevalence of non-problem, at risk or problem gambling
- Problem gambling by gender
- Problem gambling by age
- Problem gambling by ethnicity
- Experience of gambling
- Summary
- Overall gambling experience
- Overall gambling experience in the last 12 months
- Variations in gambling experience
- The Impact of gambling on young people
- Summary
- How gambling impacts on relations with friends and family
- How gambling makes young people feel
- The impact of gambling on sleep
- The impact of gambling on spending
- The impact of gambling on schoolwork
- Experience and impact of family members’ gambling
- Online gambling
- Summary
- Young people’s active involvement in online gambling
- Overall experience of online gambling
- Online gambling using parent's or guardian's accounts
- Awareness and use of in-game items in video games
- National Lottery play
- Summary
- Young people’s active involvement with lottery products
- Wider experience of lottery games
- Buying a National Lottery draw ticket or scratchcard
- Who young people are with when playing a National Lottery product?
- Games and gaming machines
- Summary
- Young people’s active involvement in games and gaming machines
- Overall experience of games and gaming machines play
- Who is with young people when they play gaming machines?
- Types of gaming machines
- Play in an adults-only area
- The Context for gambling participation
- Summary
- Setting gambling in the context of other risk-taking behaviours
- Setting gambling in the context of other activities
- Reasons why young people gamble
- Why young people don’t gamble
- Who young people were with when they gambled
- Attitudes towards and exposure to gambling
- Summary
- Young people’s views on gambling
- Feeling informed about gambling
- Being stopped from gambling
- Young people’s exposure to gambling adverts and promotions and frequency of exposure
- Content of gambling adverts and promotions seen
- Whether ever prompted to gamble by adverts and promotions
- Following gambling companies on social media
- Appendices
- List of gambling activities and definitions
Overall gambling experience in the last 12 months
Focusing on experience of gambling over the last 12 months, the most popular activity was arcade gaming machines (for example penny pusher or claw grab machine), mentioned by 35 percent of young people. One in five (21 percent) placed a bet for money between friends or family during the same period and around one in ten played cards for money (9 percent), bought a National Lottery scratchcard (8 percent) or played bingo at somewhere other than a bingo club, for example at a social club or holiday park (8 percent).
Young people were more likely to experience regulated forms of gambling (38 percent), than unregulated forms of gambling (30 percent) largely due to the high proportion who reported playing arcade gaming machines.
Figure 4 as follows illustrates the proportion of young people who have experience of gambling over the last 12 months, listing the ten most common types of activity, and the variations between experience and active involvement (the activities young people spent their own money on).
Notable differences are in arcade gaming machines play, with over a third (35 percent) of young people reporting experience of this in the last 12 months, but just 22 percent spent their own money on this activity. Similarly experience of playing National Lottery scratchcards is far higher (8 percent) than active involvement; only 1 percent reported spending their own money. There is also a gap in experience of playing bingo at somewhere other than a bingo club (8 percent), compared with spending their own money on this activity (2 percent), suggesting that young people tend to play bingo for fun, rather than for money.
Figure 4: Activities that are tried versus those that money is spent on – top ten activities experienced in the last 12 months, compared with active involvement
Figure 4 information
GAMSPENDWHEN. When did you last do this activity and/or these activities? Was it in the last 12 months?
GAMSPEND4. And when did you last spend money on this activity and/or these activities? In the last 12 months.
Base: All 11 to 16 year olds answering (2,559).
Note: Responses in the table and chart do not add up to 100 percent, as the figures shown are for the top ten gambling activities only.
Activity | Percentage that have experienced the activity (answers do not sum to 100 percent as only the top ten responses shown) | Percentage that have had active involvement (answers do not sum to 100 percent as only the top ten responses shown) |
---|---|---|
Played arcade gaming machines | 35% | 22% |
Placed a bet for money between friends or family | 21% | 15% |
Played cards for money | 9% | 5% |
Played bingo at somewhere other than a bingo club | 8% | 2% |
National Lottery Scratchcards | 8% | 1% |
Played fruit or slot machines | 6% | 3% |
Placed a bet on esports | 3% | 2% |
Placed a bet on a betting website and/or app | 3% | 1% |
National Lottery draw | 3% | 1% |
Played casino games online | 2% | 1% |
Overall gambling experience Next section
Variations in gambling experience
Last updated: 9 November 2022
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