Report
Young people and gambling: Qualitative research
Qualitative research conducted by 2CV, with 11 to 17 year olds, to build on and contextualise the findings from the annual Young People and Gambling survey.
Contents
- About the research
- Summary of findings
- Research approach
- Methodology
- Qualitative research sample
- Strengths and limitations of the research
- Defining gambling through the eyes of young people
- Findings
- Expanding sphere of influence
- Impact of personal technology and social media
- How the changing spaces of gambling reduces supervision
- Heightened risks of exposure and potential harm for teenage boys
- Misunderstanding of gambling and associated risks
- What new learning has this research brought to the Gambling Commission
- Appendix
4 - Heightened risks of exposure and potential harm for teenage boys
"So, if a game’s on, or [for example] when the Euros were on, me and my friends, we downloaded apps and we put bets on these apps and stuff like that to make money."
Male, 16 to 17 years old, Scotland
The research found that teenage boys (with a particular interest in gaming and football) have a greater likelihood to gamble in the future because:
- usage and engagement in video games which expose them to gambling-style activities at an early age
- levels of disposable income (and how they choose to spend that money)
- competitive betting between friends
- interests and passions in sports, particularly football.
That is not to say that teenage girls do not play video games, play sports or spend money impulsively, but there are notable differences in the types of games and level of participation in these activities between boys and girls at this age.
While all young people recruited into the study played on gaming devices, data from Ofcom (opens in new tab) highlights the ubiquitous nature of gaming in children’s lives. About 9 in 10 children (89 percent) played video games, although not always in the same way. For example, gaming via a console or handheld games player was more common among boys (73 percent) than girls (45 percent). There were also differences in the types of games played, for example ‘shooter’ games such as Call of Duty or Star Wars: Battlefront were higher for boys (38 percent) than for girls (12 percent), and puzzles or quizzes were more likely to be played by girls (40 percent versus 23 percent).
Our research showed that within video games, it was predominantly boys who were engaging with these gambling-like features such as buying loot boxes and entering the Grand Theft Auto casino.
[In relation to FIFA packs and getting a team of the season card]
"With FIFA, you don’t know what you’re gonna get. So, the chances of getting a team of the season [card] is low, but then when you get that team of the season, you get adrenaline."
Male, 12 to 13 years old, Wales
Teenage boys use their disposable income on gaming
Spending money in-game is perceived to add to the overall experience of a game - linking spending money with increasing chances of winning (pay-to-win) and heightening the fun and excitement of the game, often described as adding a ‘buzz’ when feeling bored or giving them a reason to show off in front of friends. To that extent, there was a clear link between video gaming, spending money (their own or their parents’) and increased engagement within video games for example buying FIFA (EAFC) packs, Call of Duty skins (character and gun) and battle pass, Fortnite skins and battle pass, Roblox loot boxes and Grand Theft Auto currency.
Case study
Larry, 13 years old, from Liverpool spends most of his free time in his room playing on his Xbox with his friends or by himself. Whether it is coming home from football or school, he is straight into his room and onto FIFA (EAFC) or Grand Theft Auto and will spend hours on it, only taking time away for food, school work or other activities (school, football, friends). For him, it is the enjoyment of being able to play video games online with his mates that he likes, but he finds that they are often cajoling each other to do things on the games whether it be buying FIFA packs on FIFA or spending hours in the casino on Grand Theft Auto (where there is no age restrictions to access). He feels that these are actions that he and his mates use to elevate the game for them, making them more exciting to play.
"In FIFA, I spent nearly 100 quid on packs [loot boxes], and then 50 quid on FIFA points so that’s quite a lot of money when you think about it."
The girls who participated in this research were less interested in buying loot boxes or engaging in other forms of in-game purchasing. Some of the girls shared examples of buying loot boxes in the past but have become less interested as they get older, being motivated to take part in gaming with their friends to enjoy a “healthy sense of competition”. One young person discussed their reasoning for buying a loot box in the past:
"When you play Roblox you just get one basic avatar that everyone has. Then if you spend Robux [Roblox currency] you can change your hair and get a new outfit… and you look nicer when you play."
Female, 15 to 16 years old, Wales
Teenage boys betting between friends
"I have only ‘gambled’ once. This was when me and my friends from school did a fantasy football tournament for the World Cup in 2022. We all placed £10 in and whoever won would take all the money. The reason I gambled was because all my friends were, and it also added more excitement to the game."
Male, 16 to 17 years old, Scotland
Placing bets between friends was a pastime among some of the teenage boys - particularly those who had a part-time job and access to their own money, taking place both in the online and real-world environments:
- betting between friends online (particularly FIFA (EAFC)) where a predetermined amount of money is awarded to the winner of the game
- small bets would be wagered between friends either in or out of school, (usually £10 or fewer) on sporting challenges or card games.
Teenage boys often referred to these activities as ‘betting’, but framed them as safe and controlled forms of gambling. These ‘unregulated’ gambling activities, the second most common gambling activity among 11 to 17 year olds (Young People and Gambling Survey 2024) are perceived low risk by young people in this research due to the low amounts of money involved and clear rules established between friends. For many, these activities had no adverse impact and even fostered positive behaviours, such as not expecting friends to pay if they lacked money or adjusting stakes to accommodate those with less to spend.
However, some highlighted how they had been exposed to more high stakes gambling through watching streamers. These influencers engaged in activities such as playing FIFA (EAFC) with opponents, risking over £10,000 for prizes - an example participants viewed as significantly more serious and concerning.
Case study
Jeevan, 17 years old from Scotland enjoys the occasions where he is watching or playing football and other sports with his mates. Sometimes, they place small bets between themselves during these occasions, wagering a little bit of money or some funny forfeits. For him this is different to the more ‘serious’ gambling he feels adults might take part in. He sees his ‘casual’ betting, during football, or in card games, or online games like FIFA and WGT Golf to be fine.
One thing he has noticed is that some of his mates are starting to use sport betting apps, which he thinks they have gained access to through their Dads. He has noticed that one friend feels a need to bet more often on random things, whilst another friend mentioned he lost money doing it. Despite these things, he admits that at times he feels tempted to join in, especially when he saw a friend win a decent amount during the Euros.
"I think who you surround yourself with is who you are… If you see your friends gambling, you see everyone around you gamble, you see your parents gamble, you’re more likely to do that as well."
Teenage boys with a passion and interest in sports (and football)
Finally, through the examples that young people shared, it became clear that boys, in particular, are exposed to gambling through advertising and sponsorship in football and of football teams; this included seeing gambling advertising and sponsorship on matchdays, watching football on TV visiting football websites or apps.
"Today, we watched the Cardiff game. During half time, there were loads of betting adverts like bet365, Paddy Power and William Hill. I saw something about accumulators, and I asked my Dad about these. There were also lots of signs and logos on the screen and pitch. I’ve never noticed them before."
Male, 12 to 13 years old, Wales
Teenage boys’ association with sports, both in terms of participation, attendance and the adulation of sporting heroes, highlights just how frequent exposure to gambling can be. Teenage boys in particular are exposed to sporting gambling activities, such as betting within games and accumulators, which are now commonly prevalent in the sporting sector and on match day experiences.
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Misunderstanding of gambling and associated risks
Last updated: 25 February 2025
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