Youth gambling stable in latest UKGC report

by iGamingExpert
4 minutes read
Gambling exposure among young people in the UK is increasing, but the percentage of those experiencing problem gambling is “statistically stable” in comparison to the previous year.

This is the opinion of the UK Gambling Commission’s (UKGC) Director of Research and Policy, Tim Miller, in response to the Young People and Gambling Report 2025, the annual study that examines the full scope of young people’s gambling exposure, including games that aren’t restricted to over-18s.

He added that the data supports the UKGC’s efforts to continue strengthening protections for young people against gambling harm, as operators in the UK market must have robust protections in place to prevent children from accessing age-restricted products.

The vast majority of gambling activities that young people spend money on are legal or not age-restricted, such as arcade gaming machines, as well as bets and games with friends and family.

Strengthening understanding

“Each year this report further strengthens understanding of the relationship between young people and gambling,” stated Miller.

“We have seen an increase in participation in gambling – 27% in 2024 compared to 30% in 2025. The research shows that it is not children being encouraged or allowed to gamble underage driving this increase – it is the increased participation in gambling that is either legal or does not require regulation, such as private betting between friends.

“Even with that increased participation, the percentage of those scoring four or more on the youth-adapted problem gambling screen has not increased but has moved from 1.5% last year to 1.2% this year, which is classed as statistically stable.

“Where it relates to regulated forms of gambling, we use the data to continuously keep under review and, where needed, strengthen the suite of protections for young people that we require gambling companies to have in place.”

Produced by Ipsos, the research was conducted in schools with pupils completing an online self-completion survey. In total, 3,666 11 to 17-year-olds attending academies, maintained and independent schools in England, Scotland and Wales took part in this year’s survey.

Increased participation

The UKGC said that the key findings from the survey showed that over the last 12 months, 49% of 11 to 17-year-olds have experienced gambling, while 30% of 11 to 17-year-olds are spending their own money on gambling.

In addition, 1.2% of those surveyed are scoring four or more on the youth-adapted problem gambling screen (Diagnostic and Statistical Manual of Mental Disorders Fourth Edition – Multiple Response Juvenile), down slightly from 1.5% in 2024.

Of those surveyed, the percentage of young people scoring a two or three on the screening and therefore experiencing ‘at-risk’ gambling was 2.2%, up slightly from 1.9% the previous year. 27% scored zero or one and therefore weren’t experiencing ‘problems’ with their gambling.

The survey also stated that:

Arcade gaming machines, such as penny pusher or claw grab machines, were played by 21%, 14% placed a bet for money between friends or family, while 5% played cards with friends or family for money.

23% spent their own money on regulated forms of gambling in the past 12 months, including playing arcade gaming machines. With arcade machines removed, this figure drops to 6%, which the UKGC says is stable compared to 2024.

78% who gambled with their own money in the last year did so because they find it ‘fun’.

Young people are more likely to see gambling-related advertisements weekly online, rather than offline, with 49% responding that they saw adverts through social media and 47% saying via apps. Of the people who saw content on social media, 31% said influencers had advertised gambling-related content.

Boys were more likely to see gambling-related advertisements than girls across platforms, including YouTube (53% boys, 31% girls) and at sports events (57% boys, 37% girls).

29% had seen family members they live with gamble. Of which, 7% said it caused arguments or tension at home, while 9% said it helped to pay for things at home.

The UKGC is also broadening its research into early gambling experiences and gateway products, exploring the gambling-like activities – such as loot boxes, social gaming, prize draws – that children, young people and young adults may first encounter and how these experiences could shape their future engagement with gambling.

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