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
Variations in active involvement in types of gambling activities
There were some differences by gender and age in the types of gambling activities that young people chose to spend their own money on in the last 12 months:
- girls were more likely than boys to spend their own money on arcade games such as penny pusher or claw grab machines (24 percent compared with 20 percent)
- boys were more likely, than girls, to use their own money to place a bet on esports (3 percent compared with less than one percent).
Older age groups (14 to 16 year olds) were more likely to have spent money on unregulated forms of gambling in the last 12 months (20 percent compared with 17 percent of 13 year olds), notably playing cards for money with friends or family (6 percent of 14 to 16 year olds compared with 4 percent of 12 year olds). It is worth bearing in mind that this may simply reflect the likelihood that young people in the older age groups were more likely to have access to their own money.
As already noted, young people who had seen family members gamble were more likely to have spent their own money on gambling in the last 12 months, than those who had not seen a family member gamble. This holds true for both regulated (36 percent compared with 16 percent) and unregulated forms of gambling (31 percent compared with 12 percent). This difference is highlighted in scenarios where family members would be present such as placing a bet for money between family and friends (25 percent compared with 10 percent) or playing arcade gaming machines (33 percent compared with 16 percent). As shown in the section on Games and Gaming machines, when playing arcade gaming machines, the majority (89 percent) of young people were with someone, typically a parent or guardian (57 percent).
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Prevalence of non-problem, at risk or problem gambling
Last updated: 9 November 2022
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