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
- Summary
- Definitions
- Young people's active involvement in gambling
- The Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition – Multiple Response Juvenile (DSM-IV-MR-J) problem gambling screen
- The impacts of gambling on young people
- 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
- Summary
- Wider experience and active involvement in gambling
- Experience of different gambling activities
- Who young people were with when they experienced gambling activities
- Being stopped from gambling for being too young
- Setting gambling in the context of other risk taking behaviours
- Games and gaming machines
- Summary
- Young people spending their own money on games and gaming machines
- Overall experience of playing games and gaming machines
- Who young people were with when they played gaming machines
- Types of gaming machine played
- Playing arcade machines in adults-only areas
- Online gambling
- Summary
- Young people’s active involvement in online gambling
- Overall experience of online gambling
- Online gambling using parents’ or guardians’ accounts
- Paying for and betting with in-game items in video games
- Methods of paying for in-game items and to open loot boxes
- Lotteries and lottery style games
- Summary
- Active involvement with lotteries and lottery style games
- Wider experience of lotteries and lottery style games
- Buying a National Lottery draw ticket or scratchcard
- Who young people were with when playing lotteries and lottery style games
- Attitudes towards gambling and reasons for gambling
- Summary
- Reasons why young people gamble
- Reasons why young people do not gamble
- Feeling informed about gambling
- Recall of gambling adverts and promotion
- Summary
- Recall of gambling advertising or promotions
- Frequency of seeing or hearing gambling adverts or promotions
- Perceived impact of gambling adverts on unplanned spending
- Engagement with gambling related content on social media and streaming platforms
- Appendices
- List of gambling activities and definitions
Paying for and betting with in-game items in video games
Young people were asked if they were aware of being able to pay for in-game items or ‘mods’ (for example, skins, clothes, weapons, players), pay to open loot boxes, packs or chests to open in-game items (for example, skins, clothes, weapons, or players), and/or being able to bet with in-game items on websites outside of games they are playing. These options include both gaming and gambling activities in order to explore the interaction between gaming and gambling.
A majority of young people were aware they could pay for in-game items (68 percent) and to open loot boxes, packs or chests (63 percent), with a smaller proportion having paid for it (46 percent and 27 percent respectively). Under 4 in 10 young people (37 percent) were aware they could bet with in-game items, with only 4 percent having gambled with in-game items on websites outside of the game they were playing.
Changes to the questionnaire since 2023 means that findings in this section are not comparable with previous years.
Figure 5.2: Awareness and use of in-game items
Figure 5.2 information
INGAMEAWARE: Which, if any, of these were you aware of before today?
INGAMEUSED. Which, if any, of the following have you personally done?
Base: All answering (3,869).
Note: This shows responses to 2 separate questions and so totals will not add up to 100 percent.
Awareness and use of in-game items | Aware of (percentage) answers do not sum to 100 percent |
Aware of and have personally done (percentage) answers do not sum to 100 percent |
Aware of but have not personally done (percentage) answers do not sum to 100 percent |
Not aware (percentage) answers do not sum to 100 percent |
Do not know (percentage) answers do not sum to 100 percent |
---|---|---|---|---|---|
Paying for in-game items or mods (for example skins, clothes, weapons, players) either with money or virtual currency | 68% | 46% | 22% | 6% | 11% |
Paying to open loot boxes, packs or chests to get in-game items (for example skins, clothes, weapons, players) either with money or virtual currency | 63% | 27% | 37% | 9% | 13% |
Betting with in-game items on websites outside of the game you are playing | 37% | 4% | 33% | 24% | 24% |
Boys were more likely than girls to be aware that they can pay for in-game items or mods (75 percent compared to 61 percent) and to open loot boxes, packs or chests (72 percent compared to 54 percent) and also more likely to have paid for those options (57 percent compared to 35 percent and 37 percent compared to 16 percent).
Boys were also more likely than girls to be aware that they can bet with in-game items on websites outside of the games they were playing (43 percent compared to 30 percent) and were also more likely to have done so (5 percent compared to 1 percent for having done). To some extent this will reflect the fact that they are more likely to play video games.
Previous sectionOnline gambling using parents’ or guardians’ accounts Next section
Methods of paying for in-game items and to open loot boxes
Last updated: 7 November 2024
Show updates to this content
No changes to show.