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Report

Young People and Gambling 2025: Official statistics

Gambling Commission report produced by Ipsos on young people and their gambling behaviour, attitudes and awareness in 2025.

Contents


The Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition – Multiple Response Juvenile (DSM-IV-MR-J) screen

The Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile (DSM-IV-MR-J) screen consists of 9 actions or behaviours which assess whether a child who gambles is identified as experiencing problems with their gambling.

The 9 DSM-IV-MR-J items are:

  • thinking about gambling or planning to gamble
  • gambling to help you escape from problems or when you are feeling bad
  • feeling bad or fed up when trying to cut down on gambling
  • needing to gamble with more and more money to get the amount of excitement you want
  • spending much more than you planned to on gambling
  • taking money from any of the following without permission to spend on gambling: dinner money or fare money, money from family, money from things you have sold, money from outside the family, money from somewhere else
  • gambling ever leading to arguments with family and/or friends or others, or missing school
  • gambling ever leading to telling lies to family and/or friends or others
  • after losing money by gambling, returning another day to try to win back the money you lost.

The DSM-IV-MR-J is asked of all young people who have spent their own money on at least one gambling activity in the past 12 months. Answer options were ‘never’, ‘once or twice’, ‘sometimes’ or ‘often’. Responses to the 9 questions are summed and a score ranging between 0 and 9 is computed. Scores are grouped into the following categories:

DSM-IV-MR-J score 0 or 1:

Representing a young person who does not experience any 'problems' with their gambling.

DSM-IV-MR-J score 2 or 3:

Representing a young person who is 'at-risk'.

DSM-IV-MR-J score 4 or more:

Representing a young person experiencing 'problems' with their gambling.

The youth-adapted screen (DSM-IV-MR-J) is not comparable to the Problem Gambling Severity Index (PGSI) used for adults, which assess impacts on household finances among other factors. The youth adapted screen (DSM-IV-MR-J) is also not comparable to the adult equivalent of the Diagnostic and Statistical Manual of Mental Disorders Fourth Edition. Information on how the screen is applied for the purpose of this survey can be found in the Appendices.

A total of 1.2 percent of young people scored 4 or more on the DSM-IV-MR-J, 2.2 percent scored 2 or 3, and 27.0 percent scored 0 or 1. A total of 7 in 10 young people (69.6 percent) were not actively involved in gambling. Decimal places were used in the analysis to provide a more granular breakdown across categories.

Figure 2.3: DSM-IV-MR-J Youth Adapted problem gambling screen

Figure 2.3: DSM-IV-MR-J Youth Adapted problem gambling screen

Figure 2.3 information

Chart shows types of young people’s gambling risk profile as defined by the DSM-IV-MR-J youth-adapted problem gambling screen.
Base: All 11 to 17 year olds answering 2025 (3,666).

DSM-IV-MR-J Youth Adapted problem gambling screen
DSM-IV-MR-J Youth Adapted problem gambling screen 2025 (percentage)
Never have gambled 69.6%
DSM-IV-MR-J score 0 or 1 27.0%
DSM-IV-MR-J score 2 or 3 2.2%
DSM-IV-MR-J score 4 or more 1.2%

Despite the increase in the overall percentage of young people spending their own money on gambling activities in 2025, there has been no comparable rise in those defined as having gambling problems. The proportion of young people overall scoring 4 or more on the DSM-IV-MR-J has decreased from 1.5 percent in 2024 to 1.2 percent in 2025. Over the same period, the proportion of those scoring 2 or 3 on the DSM-IV-MR-J has increased from 1.9 to 2.2. These changes over time are indicative only as these reported changes are not statistically significant.

The data does, however, highlight a significant increase in the proportion of young people scoring 0 or 1 on the DSM-IV-MR-J, indicating fewer gambling-related problems, from 23.2 percent in 2024 to 27.0 percent in 2025.

Table 2.4: DSM-IV-MR-J Youth Adapted problem gambling screen 2024 to 2025

Types of gambling as defined by the DSM-IV-MR-J youth-adapted screen.
Base: All answering 2024 (3,869) and 2025 (3,666).

Table 2.4: DSM-IV-MR-J Youth Adapted problem gambling screen 2024 to 2025
Gambling category 2024 (percentage) 2025 (percentage) Statistical difference 2025 compared with 2024
DSM-IV-MR-J score 0 or 1 23.2% 27.0% Significant increase
DSM-IV-MR-J score 2 or 3 1.9% 2.2% No significant difference
DSM-IV-MR-J score 4 or more 1.5% 1.2% No significant difference
Never have gambled 72.7% 69.6% No significant difference
Prefer not to say 0.7% 0.1% No significant difference

DSM-IV-MR-J: Demographic profile

Boys were more likely than girls to score 4 or more on the DSM-IV-MR-J (1.2 percent, compared with 0.8 percent).

Table 2.5: DSM-IV-MR-J by gender

Table 2.5: DSM-IV-MR-J by gender
Gambling risk profile Total Score 0 or 1 Score 2 or 3 Score 4 or more
Base Base Percentage Base Percentage Base Percentage
Boys 1,856 530 29.5% 57 3.2% 21 1.2%
Girls 1,697 447 25.5% 15 0.9% 14 0.8%

Young people who have seen members of their family gamble were comparatively more likely to score 4 or more on the DSM-IV-MR-J than those who had not (2 percent, compared with 0.5 percent).

Table 2.6: DSM-IV-MR-J by whether young people have seen a family member gamble

Table 2.6: DSM-IV-MR-J by whether young people have seen a family member gamble
Gambling risk profile Total Score 0 or 1 Score 2 or 3 Score 4 or more
Base Base Percentage Base Percentage Base Percentage
Seen a family member gamble 1,014 357.7 36% 41.2 4.2% 19.7 2%
Not seen a family member gamble 1,946 494.2 24.9% 21.5 1.1% 9.9 0.5%

The numbers of individuals who fall into the categories of scoring 2 to 3 and 4 or more are below our threshold for analysis of 50 or more cases. As such these results should be treated with caution.

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Reasons why young people gamble
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