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
Young people spending their own money on games and gaming machines
1 in 5 (20 percent) young people had spent their own money on arcade gaming machines such as penny pushers or claw grab machines in the last 12 months. This was more prevalent among young people from white ethnic groups (23 percent) than those from black and other minority ethnic backgrounds (12 percent).
In comparison, 4 percent of young people had spent their own money playing fruit or slot machines and 1 percent on playing gambling machines in a betting shop. Again, there was a difference in active involvement by ethnic background, with young people from white ethnic groups more likely than those from black and other minority ethnic backgrounds to have spent their own money playing fruit or slot machines within the past year (4 percent, compared to 2 percent).
1 in 20 (5 percent) young people had spent their own money playing cards for money in the past year. This was more prevalent amongst boys (7 percent, compared to 3 percent of girls), 14 to 17 year olds (6 percent, compared to 4 percent of 11 to 13 year olds) and young people from white ethnic groups (6 percent, compared to 4 percent of young people from black and other minority ethnic backgrounds).
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Overall experience of playing games and gaming machines
Last updated: 7 November 2024
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