Report
Young People and Gambling 2022
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
- The Impact of gambling on young people
- Online gambling
- National Lottery play
- Games and gaming machines
- The Context for gambling participation
-
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
Summary
This section focuses on online gambling, examining in more detail active involvement and experience over the last 12 months, as well as awareness of evolving forms of online gambling such as eSports and in-game items.
Summary
The proportion of 11 to 16 year olds who were actively involved in online gambling in the last 12 months is low; the most common activity was betting on eSports (2 percent), with 1 percent spending their own money on National Lottery online instant win games, betting on a website or apps, or casino games online and less than 1 percent spending money on online bingo.
Looking at the wider picture of gambling experience, only a minority of young people took part in any form of online gambling in the last 12 months. When they did so it was most commonly betting on eSports (3 percent) or placing a bet on a website or an app (3 percent).
Overall, three in five (60 percent) young people had heard of in-game items when playing video games and half (50 percent) had heard of paying money to open loot boxes. Awareness of, and participation in, paying for in-game items and opening loot boxes was notably higher among boys, than girls, reflecting their overall higher levels of involvement in online gambling.
Young people’s active involvement in online gambling
Last updated: 9 November 2022
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