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Statistics and research release

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.

Latest release Official statistics

Summary

About this statistical release

This publication provides information about young people’s exposure to and involvement in gambling, as well as the impact gambling can have.

The findings presented in this publication are taken from the annual Young People and Gambling Survey, conducted in 2024 by Ipsos on behalf of the Gambling Commission. The study collected data from 3,869 pupils aged 11 to 17 years old across curriculum years 7 to 12 (S1 to S6 in Scotland) attending academies, maintained and independent schools in England, Scotland, and Wales using the Ipsos Young People Omnibus. Pupils completed an online self-report survey in class, fieldwork took place between February and June 2024.

Findings are compared with previous years of the survey to identify trends. Statistically significant differences are highlighted across the years 2022, 2023 and 2024, though the 2022 sample did not include year 12 pupils or independent schools and so comparisons with this year are indicative only.

Key facts

Just over one quarter (27 percent) of 11 to 17 year olds had spent their own money on any gambling activity in the 12 months prior to completing the survey.

The most common types of gambling activity that young people spent their own money on were legal or did not feature age restricted products, namely:

  • playing arcade gaming machines such as penny pusher or claw grab machines (20 percent)
  • placing a bet for money between friends or family (11 percent)
  • playing cards with friends or family for money (5 percent).

Around 1 in 5 (21 percent) young people spent their own money on regulated forms of gambling in the past 12 months, this broad definition includes playing arcade gaming machines which are legally accessible to young people. If we remove arcade gaming machines from the definition then 6 percent of young people spent their own money on regulated forms of gambling. This is an increase from 4 percent in 2023.

The proportion of young people who scored 4 or more on the Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile (DSM-IV-MR-J) screen and therefore representing a young person experiencing problem gambling was 1.5 percent. 1.9 percent scored 2 or 3 representing a young person experiencing ‘at risk’ gambling, and 23 percent scored 0 or 1 representing a young person who does not experience any ‘problems’ with their gambling. The proportion of young people scoring 4 or more on the DSM-IV-MR-J increased from 0.7 percent in 2023 to 1.5 percent in 2024.

Over half of young people had seen or heard gambling advertising via online or offline platforms (online: 62 percent; offline: 64 percent). This represents a significant increase in exposure to gambling advertisements since last year (2023 findings: online: 53 percent; offline: 55 percent) but is in line with findings observed in 2022. Young people were most likely to report seeing gambling advertising on television (54 percent) or on an app (52 percent).

Most (80 percent) young people who spent their own money gambling in the last 12 months, did so because they regard it as a fun thing to do. Nearly one quarter (26 percent) agree that gambling makes them feel happy, more (29 percent) disagreed that it made them happy and a similar proportion (23 percent) were unsure either way. In 2023, 17 percent agreed that gambling made them happy, a significant increase of 9 percentage points this year.

Nearly one quarter (26 percent) of young people had seen family members they live with gamble. Of these, 8 percent indicated it had resulted in arguments or tension at home. However, over 1 in 10 (12 percent) said that gambling by a family member had helped to pay for things at home for example holidays, trips or clubs.

Details

Definitions

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.

Experience of gambling

Young people who have gambled, but not necessarily spending their own money on doing so.

Experience of problem gambling

The Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile (DSM-IV-MR-J) screen has been applied to the Young People and Gambling Survey dataset assess whether respondents who gamble are experiencing problem gambling. A person who confirmed that they had undertaken 4 or more of the behaviours or actions asked about in the past year was considered a person who is experiencing ‘problem’ gambling, a score of 2 or 3 was used to identify a person experiencing ‘at-risk’ gambling and a score of 0 or 1 indicated a person who is not experiencing any ‘problems’ with their gambling.

Who is this publication for?

The data in this publication may be of interest to members of the public, policy officials, academics, gambling charities or those working within the gambling industry. The statistics are used by the Commission and within Government for a wide variety of purposes.

Some of the main uses include:

  • understanding how many young people are actively spending their own money on gambling and the types of gambling they are spending their money on
  • also understanding the types of gambling young people are taking part in but not necessarily spending their own money on doing so
  • measuring what proportion of young gamblers are classified as at risk or problem gamblers according to the DSM-IV-MR-J
  • understanding why young people choose to gamble, and when they gamble where they are and who they are with. Conversely also understanding why young people choose not to gamble.

Full publication and key information

View the Young People and Gambling 2024 report.

Publication produced by: Ipsos.

Supporting documents produced by: Gambling Commission Research and Statistics Team.

Responsible Statisticians: Helen Bryce (Head of Statistics) and Lauren Cole (Research and Impact Manager).

Next release date: November 2025.

Historic datasets

Young People and Gambling Surveys 2011 to 2019, and 2022 and 2023 historic datasets are available on the UK Data Archive.

Interactive dashboard

View our Young People and Gambling 2024 interactive dashboard (opens in a new tab)

Accessibility of this dashboard

This dashboard is in Microsoft Power BI which may not fully support all accessibility needs. You can find the source data in Young people and gambling 2024 - Official statistics.

Some files may not be accessible for users of assistive technology. If you require a copy of the file in an accessible format contact us with details of what you require. It would help us to know what technology you use and the required format.

Notes

1 Diagnostic and Statistical Manual of Mental Disorders Fourth Edition - Multiple Response Juvenile.

2 Fisher, S (2000). Developing the DSM-IV Criteria to identify Adolescent Problem Gambling in Non-Clinical Populations, Journal of Gambling Studies Volume 16 No. 2/3.

Data and downloads

Files

Feedback

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