When interpreting the findings, it is important to remember that results are based on a sample of the maintained and independent school population, and not the entire population of 11 to 17 year olds in England, Scotland, and Wales. The survey data reported here has been weighted to ensure the findings are nationally representative of young people at secondary schools in England, Scotland and Wales (see Appendices of this report) for more detail on weighting). Applying weights to the data, while tending to make the quoted figures more representative of the population of interest, also reduces the statistical reliability of the data. Results from any survey are estimates, and there is a margin of error associated with each figure quoted. Essentially, the smaller the sample size, the greater the uncertainty. One commonly used method for players to acquire in-game items is through in-game payments to open loot boxes which contain an unknown quantity and value of in-game items. The use of features which include expenditure and chance has led to concern that loot boxes are akin to gambling. The Gambling Commission’s view on skins gambling, loot boxes and related issues is as set out in the position paper entitled 'Virtual currencies, eSports and social casino gaming – position paper' published in March 2017 (opens in new tab) (PDF). gambling platform The research highlights the gap between experience of gambling in the last 12 months and active involvement, notably for arcade gaming machines play; three in ten (30 percent) reported experience of play, but only two in ten (19 percent) spent their own money on doing so. Those who had seen family members gamble were more likely to have experienced most forms of gambling activities in the last 12 months, compared to young people who had not seen their family gamble. This mirrors the rates for active involvement in gambling in the last 12 months; with the differences most notable for activities where family members would be present such as placing a bet with friends or family (28 percent, compared with 13 percent of those who had not seen family members gamble).
Throughout this section we make comparisons to 2022 data. However, it should be noted that while the 2023 sample included year 12 pupils and independent schools, these were not included in the 2022 sample and therefore any differences between the two years are indicative only. live casino gamesThis year, the ‘at risk’ group were also more likely than ‘non-problem’ gamblers to disagree that gambling makes them feel sad (69 percent compared to 54 percent).Three in ten (28 percent) young people had seen the family members they live with gamble, with 14 percent indicating that it had resulted in arguments or tension at home. Just over one in ten (11 percent) said that their own gambling had led them to talk to their parents about how they felt while 6 percent said that gambling had made them feel uncomfortable around their friends (such as feeling embarrassed or feeling friends would not approve). Active involvement in gambling – Young people who spent their own money (defined as any pocket money, birthday money or money they earned themselves) in the last 12 months on gambling. Those aged 13 years old were more likely than all respondents to say they had lost sleep due to worrying about a family members gambling (7 percent compared to 4 percent).
Those young people defined as ‘at risk’ by the youth adapted problem gambling screen Diagnostic and Statistical Manual of Mental Disorders 4th Edition - Multiple Response Juvenile (DSM-IV-MR-J) were significantly more likely than all responders and those deemed to be ‘non-problem’ gamblers to talk to their parents about how they feel. However, due to a low sample size for these groups this is indicative only. Those aged 13 years old were more likely to disagree with the statements that they feel happy when they gamble (35 percent compared to 29 percent) and that they feel sad when they gambled, compared to all respondents (62 percent compared to 55 percent) and those in a slightly younger age group (62 percent compared to 50 percent of 12 year olds). Respondents aged 13 were also more likely than all other respondents to disagree that they felt guilty when they gamble (60 percent compared to 54 percent).Just over one in ten young people (10 percent) said that their own gambling had led them to talk to their parents about how they felt at least sometimes. Five percent of all young people said it had happened all of the timeBase: All 11 to 17 year olds answering who have spent their own money gambling in the last 12 months 'Talk to your parents about how you feel' (817). 'Not feel comfortable around your friends' (813). GC_FAMGAMFOOD GC_FAMGAMPAY GC_FAMLEDTME GC_FAMLEDARG. Thinking about the last 12 months, how often, if at all, has your family’s gambling led to any of the following things?
Just over one quarter (26 percent) of 11 to 17 year olds were actively involved in gambling in the last 12 months, having spent their own money on gambling activities. They were most likely to have spent their own money on types of gambling activity that are legal or do not feature age restricted products such as penny pusher or claw grab arcade games (19 percent) or bet for money between friends or family (11 percent). best indian casino onlineThe youth-adapted problem gambling screen (Diagnostic and Statistical Manual of Mental Disorders 4th Edition - Multiple Response Juvenile (DSM-IV-MR-J)) identified 0.7 percent of 11 to 17 year olds as problem gamblers, 1.5 percent as at risk gamblers and 23 percent as non-problem gamblers.Those aged 13 years old who lived with a family member that gambled were more likely than other respondents to say that family members gambling had resulted in more arguments or tension at home (18 percent compared to 9 percent). Young people who had spent their own money on gambling in the last 12 months were asked how it affected their happiness, and whether it ever made them feel sad or guilty. The proportion of young people identified as at-risk gamblers has decreased from 2.4 percent at risk, as has the proportion identified as non-problem gamblers from 27.3 percent, since 2022. The proportion of those who did not actively gamble is now three quarters, 74 percent, having increased 5.5 percentage points.
Base: All 11 to 17 year olds answering who have spent their own money gambling in the last 12 months answering, 'You went to bed late because you were gambling' (851). To understand the context in which young people are accessing online gambling, they were asked if they had ever used their parent's or guardian's accounts to play online, with or without their permission.live roulette wheel onlineBase: All 11 to 17 year olds answering who have spent their own money gambling in the last 12 months 'Made it hard for you to put effort into your school work, homework or personal study' (852).The proportion of 11 to 17 year olds who were actively involved in online gambling in the last 12 months is low; with the most common activities being betting on eSports, betting on a website or apps, and playing casino games online (1 percent respectively). Less than 1 percent of young people spent their own money on National Lottery online instant win games and online bingo. Notably, the closer the use of in-game items gets to gambling the lower the levels of awareness and usage are, with only 2 percent of young people having personally bet with in-game items outside of the game they were playing.Those who had seen family members gamble were more likely to have experienced most forms of gambling activities in the last 12 months, compared to young people who had not seen their family gamble. This mirrors the rates for active involvement in gambling in the last 12 months; with the differences most notable for activities where family members would be present such as placing a bet with friends or family (28 percent, compared with 13 percent of those who had not seen family members gamble). The proportion of 11 to 17 year olds who were actively involved in online gambling in the last 12 months is low; with the most common activities being betting on eSports, betting on a website or apps, and playing casino games online (1 percent respectively). Less than 1 percent of young people spent their own money on National Lottery online instant win games and online bingo.