Report
Young People and Gambling 2023: Official statistics
Gambling Commission report produced by Ipsos on young people and their gambling behaviour, attitudes and awareness in 2023.
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
- Awareness and use of virtual money or tokens to bet on sports matches
- 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 do not 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
Applying the DSM-IV-MR-J problem gambler screen
The DSM-IV-MR-J (Diagnostic and Statistical Manual of Mental Disorders 4th Edition - Multiple Response Juvenile) screen is applied to assess whether respondents who gamble are defined as experiencing problems with their gambling. In the adolescent gambling field, this is one of the most widely used instruments to assess experience of problem gambling among this age group1.
A two-step eligibility criteria were used in applying the DSM-IV-MR-J screen. Firstly, respondents had to indicate that they had spent their own money on at least one gambling activity on at least one occasion in the last 12 months to answer all of nine components of the problem gambling screener. A full list of gambling activities can be found in Table A.1. Secondly, young people who answered ‘prefer not to say’ throughout the gambling screen were excluded.
In total 890 individuals qualified for the gambling screen.
Points were then awarded to each respondent based on the answers they gave to the nine components (or questions) which are used to define typologies of gamblers, as set out in Table A.1.
The screen questions use frequency scales of ‘Never’, ‘Once or twice’, ‘Sometimes’ or ‘Often’. Each respondent scores a point for each of the nine criteria that they met. If the respondent has undertaken four or more of the behaviours and/or actions, they receive a score of four or more and they are classified as a ‘problem gambler’. A score of two or three points identifies respondents as ‘at-risk gamblers’ and a score of zero or one indicates a ‘non-problem gambler’.
Table A.1 indicates how the questions asked in 2023 mapped onto the DSM-IV-MR-J problem gambling screen components and the percentage of young people who gave the required answers to each question when the scoring system was applied to the data.
Table A.1: Problem and non-problem gambler criteria from the DSM-IV-MR-J screen
2023 question name | DSM-IV criteria | Question wording: ‘In the past 12 months …’ | If any of the following answer criteria are ticked, that qualifies as 1 point | Young people scoring | |
---|---|---|---|---|---|
Percentage | Number of participants | ||||
GC_PREOCC | Pre-occupation | How often have you found yourself thinking about gambling or planning to gamble | ‘Often’ | 0.7% | (23) |
GC_ESCAPE | Escape | How often have you gambled to help you escape from problems or when you are feeling bad | ‘Sometimes’ or ‘often’ | 1.1% | (38) |
GC_WITHD | Withdrawal | Have you felt bad or fed up when trying to cut down on gambling | ‘Sometimes’ or ‘often’ | 0.9% | (31) |
GC_TOLERNCE | Tolerance | Have you needed to gamble with more and more money to get the amount of excitement you want | ‘Sometimes’ or ‘often’ | 1.5% | (52) |
GC_LOSSCON | Loss of control | Have you ever spent much more than you planned to on gambling | ‘Sometimes’ or ‘often’ | 1.4% | (50) |
GC_TAKEN MONEY | Taken money | Have you ever taken money from any of the following without permission to spend on gambling: dinner money or fare money, money from family, money from things you’ve sold, money from outside the family, somewhere else | If any one or more of these options are ticked, then qualifies for one point in total | 1.4% | (47) |
GC_LEDRISKED | Risked relationships | Has your gambling ever led to the following: a) arguments with family or friends or others, c) missing school | If any of the following are ticked, then qualifies for one point in total: ‘once or twice’, ‘sometimes’ or ‘often’ | 1.3%, 0.5% | (46), (17) |
GC_LEDLYING | Lying | Has your gambling ever led to the following: b) Telling lies to family or friends or others | ‘Once or twice’ ‘sometimes’ or ‘often’ | 1.2% | (37) |
GC_CHASING | Chasing | After losing money by gambling, have you returned another day to try to win back the money you lost | ‘More than half the time’ or ‘every time’ | 0.8% | (28) |
Small base sizes mean that these findings should be viewed with caution, they also prevent sub-group analysis of the young people defined under each component.
All percentages are shown based on the full sample of 3,453 11 to 17 year olds.
References
1 Fisher, S (2000). Developing the DSM-IV Criteria to Identify Adolescent Problem Gambling in Non-Clinical Populations, Journal of Gambling Studies Volume 16 No. 2/3.
Research design
Last updated: 16 October 2024
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