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Report

Young People and Gambling 2026: Official statistics

Gambling Commission report produced by Ipsos on young people and their gambling behaviour, attitudes and awareness in 2026.

Contents


Key terms used in the report

We have 2 possible ways of interpreting gambling behaviour which are referenced throughout this report:

1. Active involvement in gambling - Young people who spent their own money (defined as any pocket money, birthday money or money they earned themselves) on gambling.

2. Experience of gambling - Young people who have gambled but not necessarily spending their own money on doing so. For example, they may have been involved in picking lottery numbers with family and/or friends or choosing horses in a horse race.

Age restricted gambling - Gambling activities that are licensed and regulated by the Gambling Commission and designed to ensure that those under 18 cannot participate. These activities include betting or casino gaming provided by a licensed operator online or from premises, playing National Lottery products or other lottery products, and playing gaming machines in betting shops.

Non-age restricted forms of gambling - This category covers gambling activities that fall outside the Commission's remit, such as non-commercial gambling between friends and family and bingo played somewhere other than a bingo club. It also includes gaming machines that can legally be used by children and young people under 18. The only exception within this category is bingo played somewhere other than a bingo club. Most instances are not age restricted; however, where bingo is played for money, it becomes age restricted.

The Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile (DSM-IV-MR-J) is a youth-adapted screening instrument used to assess whether young people who gamble report behaviours associated with experiencing problems with their gambling. These behaviours include needing to gamble with more money to get the amount of excitement you want, spending more on gambling than you planned to or taking dinner money or fare money without permission to spend on gambling. The classification is based on self-reported responses to the screening questions and is not a clinical diagnosis nor should it be confused with a measure of addiction. The DSM-IV-MR-J is not directly comparable with adult problem gambling screens, including the Problem Gambling Severity Index, or with the adult equivalent of the Diagnostic and Statistical Manual of Mental Disorders Fourth Edition (DSM-IV), because these measures use different questions and scoring approaches. Scores are then grouped into these categories:

  • young people who have never gambled
  • young people scoring 0 or 1 on the DSM-IV-MR-J, representing a young person who does not experience any ‘problems’ with their gambling
  • young people scoring 2 or 3 on the DSM-IV-MR-J, representing a young person who is ‘at risk’
  • young people scoring 4 or more on the DSM-IV-MR-J, representing a young person experiencing ‘problems’ with their gambling.

Gaming - Although the Commission does not regulate gaming, there has been a convergence of gaming and gambling over time, with games now including features which are akin to gambling. These include outcomes or rewards in online gaming, such as loot boxes and monetised in-game items, including skins. This survey explores young people’s awareness and engagement with gaming activities to provide insight into the link between gaming and gambling.

For further information on terms used throughout this report and their definitions see the Appendices.

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Presentation and interpretation of data
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Acknowledgements
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