Report
Young People and Gambling 2024: Official statistics
Gambling Commission report produced by Ipsos on young people and their gambling behaviour, attitudes and awareness in 2024.
Contents
- Executive summary
- Young people’s active involvement in gambling
- The impacts of gambling on young people
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- Summary
- The impact of gambling on relationships
- Young people’s feelings when gambling
- The impact of gambling on young people’s engagement with school and homework
- The impact of gambling on young people’s sleep
- The impact of gambling on spending
- Experience of ever seeing a family member gambling
- The impact of family members’ gambling on young people
- Wider experience of gambling
- Games and gaming machines
- Online gambling
- Lotteries and lottery style games
- Attitudes towards gambling and reasons for gambling
- Recall of gambling adverts and promotion
- Appendices
- List of gambling activities and definitions
Headline statistics
Of young people, 27 percent spent their own money on gambling in the 12 months prior to taking part in the survey.
During that period, the most common types of gambling activity that young people spent their own money on were legal or did not feature age restricted products, namely:
- playing arcade gaming machines such as penny pusher or claw grab machines (20 percent)
- placing a bet for money between friends or family (11 percent)
- playing cards for money (5 percent).
The survey found 21 percent of young people were spending their own money on regulated forms of gambling (which includes some activities that are legal and played within licensed premises), and 15 percent on unregulated forms of gambling (gambling activities which fall outside the remit of the Gambling Commission).
When removing arcade gaming machines, which are legally accessible to young people, 6 percent spent their own money on regulated forms of gambling. This is an increase from 4 percent in 2023.
A total of 1.5 percent of young people scored 4 or more on the youth-adapted problem gambling screen (DSM-IV-MR-J), 1.9 percent scored 2 or 3, and 23.2 percent scored 0 or 1. The proportion of young people overall scoring 4 or more on the DSM-IV-MR-J has risen from 0.7 percent in 2023 to 1.5 percent in 2024.
Just over 1 in 10 (11 percent) said that their own gambling had led them to talk to their parents about how they felt while 9 percent said that gambling had made them feel uncomfortable around their friends (such as feeling embarrassed or feeling friends would not approve), at least sometimes.
A quarter of young people (26 percent) had seen family members they live with gamble, and of that 26 percent, 9 percent indicated that it had resulted in more arguments or tension at home.
Awareness of advertising and marketing has increased between 2023 and 2024 but remains in line with where it was in 2022.
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Presentation and interpretation of data
Last updated: 8 November 2024
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Clarification added to the percentage of children that indicated that gambling had resulted in more arguments or tension at home.