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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


Summary

This section explores young people’s wider experience of gambling, covering the types of gambling activities they have engaged in, regardless of whether they were spending their own money, who they were with when they were gambling, as well as how gambling activities compare in relation to other high-risk activities that young people engage in.

Where possible, findings are compared with the 2024 survey to identify changes over time.

Definitions

Experience of gambling

Young people were asked whether they have engaged in any of 17 different gambling activities which, for analysis purposes, are grouped within the following 5 categories:

Lotteries or lottery style games

Includes:

  • National Lottery draws (for example Lotto, EuroMillions or Set for Life) either with a physical ticket or playing online
  • National Lottery Scratchcards (not free Scratchcards)
  • National Lottery online instant win games
  • other lotteries (for example The Health Lottery, People’s Postcode Lottery, or other smaller lotteries).

Games and gaming machines

Includes:

  • arcade gaming machines (for example penny pusher or claw grab machine)
  • fruit or slot machines (for example at an arcade, pub or social club)
  • gambling machines in a betting shop
  • cards for money (for example with friends or family).

Bingo

Includes:

  • bingo at a bingo club
  • bingo at somewhere other than a bingo club (for example social club or holiday park)
  • bingo online (for example Foxy Bingo, Gala Bingo or Tombola).

Placing a bet

Includes activities such as:

  • placing a bet for money between friends or family
  • placing a bet on eSports (electronic sports such as playing video games competitively) online
  • placing a bet at a betting shop or bookies (for example on football or horse racing)
  • placing a bet on a betting website and/or app (for example on football or horse racing).

Casino games

Includes:

  • playing a game inside a casino
  • playing an online game on a casino website (for example online poker or online roulette for money).

In 2025 the wording used to describe casino games was updated to clarify the difference between casino play in ‘real life’ as opposed to online on a casino website.

In total, 3 in 5 (59 percent) 11 to 17 year olds had some experience of gambling, with half (49 percent) having experienced some form of gambling activity in the last 12 months.

Play on games and gaming machines was the most prevalent gambling activity. Among them, arcade gaming machines, such as penny pushers or claw grab machines, were the most frequently played, with 35 percent of young people having participated in such activities within the last year.

When engaging in gambling activities, most young people (75 percent) are with a parent, carer or guardian. Less than 1 in 10 (8 percent) are alone.

Of those who had ever experienced gambling, 13 percent reported having been stopped because they were too young.

The survey captures young people’s self-reported involvement in a range of activities that they like to do in their spare time; the most popular activities were meeting up with friends (40 percent), taking part in sports (40 percent), playing games on a device (39 percent) and listening to music (39 percent).

The survey also measured young people’s self-reported involvement in a range of other risk-taking behaviours; 34 percent of young people had drunk alcohol in the past 12 months, 13 percent had used an e-cigarette or vape, 5 percent smoked a tobacco cigarette, and 5 percent had taken illegal drugs (including cannabis).

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Wider experience and active involvement in gambling
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