Statistics and research release
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.
Summary
Also published recently
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 2025 by Ipsos on behalf of the Gambling Commission. The study collected data from 3,666 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 January and June 2025.
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
Three in ten (30 percent) 11 to 17 year olds had spent their own money on any gambling activity in the 12 months prior to completing the survey, with boys (34 percent) more likely than girls (27 percent). This represents an increase from 27 percent in 2024, which appears largely driven by a rise in unregulated gambling (18 percent in 2025, compared with 15 percent in 2024).
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 (21 percent)
- placing a bet for money between friends or family (14 percent)
- playing cards with friends or family for money (5 percent).
Around one quarter (23 percent) of young people spent their own money on regulated forms of gambling in the past 12 months, including 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 which has remained stable compared to 2024.
The proportion of young people who scored 4 or more on the youth-adapted problem gambling screen (DSM-IV-MR-J) and therefore representing a young person experiencing problem gambling was 1.2 percent. 2.2 percent scored 2 or 3 representing a young person experiencing ‘at risk’ gambling, and 27 percent scored 0 or 1 representing a young person who does not experience any ‘problems’ with their gambling.
Young people are more likely to be exposed to gambling-related advertisements weekly online, rather than offline. Specifically, via social media (49 percent) or apps (47 percent). Boys were more likely than girls to see advertisements related to gambling across various platforms, including video sharing sites, such as YouTube (53 percent of boys, compared with 31 percent of girls) and at sports events (57 percent of boys, compared with 37 percent of girls).
The 2025 survey also explored the influence of social media personalities, finding that 31 percent of young people who saw gambling-related content on social media (16 percent of all respondents) reported that influencers had advertised gambling-related content to them.
The primary motivation for gambling among young people is that they find it 'fun', cited by 78 percent of those who have used their own money to gamble in the last 12 months.
Three in ten (29 percent) young people had seen family members they live with gamble. Of these, 7 percent indicated it had resulted in arguments or tension at home. However, 9 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)1 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 people who gamble are classified as experiencing 'at risk' or problem gambling 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 2025 report.
Publication produced by: Ipsos.
Publication authors: Jane Stevens, Joel Hooper and Alistair Davey.
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: To be confirmed.
Historic datasets
Young People and Gambling Surveys 2011 to 2019, and 2022 to 2024 historic datasets are available on the UK Data Archive.
Interactive dashboard
View our Young People and Gambling 2025 interactive dashboard (opens in 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 the Young people and gambling 2025 data tables (downloads as Excel file).
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 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
We are always keen to hear how these statistics are used and would welcome your views on this publication.