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Those young people in the ‘at risk’ group were significantly more likely than all responders and those deemed to be ‘non-problem gamblers’ to agree that gambling makes them happy (32 percent compared to 17 percent and 14 percent respectively). The survey also explored the potential impact of gambling on schoolwork, homework or personal studies. Less than one in twenty young people who were actively involved in gambling felt that it made it hard for them to put effort into their work or study either sometimes, often or all of the time (4 percent). pala indian casino Young people who had spent their own money on gambling in the last 12 months were asked how gambling had impacted on their relationship with their friends and family. Throughout this section a combination figure for ‘sometimes’, ‘often’, or ‘all of the time’ has been used to the report the impact that gambling can have, unless specified otherwise. 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.

As shown in Figure 14, the closer that the use of in-game items gets to gambling (for example betting with in-game items, money or virtual currency in hopes of winning a prize) the lower the levels of awareness and usage are, with only 2 percent of young people having personally bet with in-game items. indian air force mig 21 crashesExperience of gambling – Young people who have gambled, but not necessarily spending their own money on doing so.To further explore the way in which young people engage online, they were asked if they had ever used apps or websites which allow them to use virtual money or tokens to bet on sports matches. One in ten (11 percent) of young people have experienced using virtual money in apps and on websites to bet on sports matches. Young people who had seen family members they live with gamble were then asked how it had affected them personally. Over one in twenty said that it had made them feel worried (8 percent) or sad (7 percent) either all of the time, some of the time or often. Of these, 2 percent felt worried or sad all of the time about family members or people they live with gambling. However, for the most part they stated that this never happened. 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.

There were some interesting contrasts by gender, with boys more likely than girls to feel guilty when they gamble and more likely to have seen family members gamble. Girls were less likely than boys to say that they worried about their gambling. To set the findings in context, this report also provides information on young people’s wider experience of gambling, which is taking part in gambling but not necessarily with their own money.Those young people in the ‘at risk’ group were significantly more likely than all responders and those deemed to be ‘non-problem gamblers’ to agree that gambling makes them happy (32 percent compared to 17 percent and 14 percent respectively).There were no variations by gender or age when we viewed active involvement in different types of gambling activities. However, ‘at risk’ gamblers were more likely than all respondents to have been actively involved in a wider range of different types of gambling. Base: All 11 to 17 year olds answering, 'You have been worrying about something or something else' (2,808).

Reflecting on the different types of gambling activities young people engaged with in 2022, there has been a 6 percentage point decrease in those playing arcade games for 14 to 16 year olds (34 percent in 2022). indian casino payoutsJust over one in twenty (6 percent) 11 to 17 year olds who were actively involved with gambling in the last 12 months stated that gambling had made them uncomfortable around their friends, such as feeling embarrassed or feeling friends would not approve, at least sometimes. Just 2 percent felt uncomfortable all the time.Those aged 11 to 13 years old were more likely to be categorised as problem gamblers than those aged 14 to 16 years (1 percent compared to 0.3 percent) but not significantly more likely than 17 year olds at 0.5 percent. The base number for these groups falls below 50 so the results should be treated with caution. These figures are reflective of the trends seen in 2022, with a slight decrease in betting on eSports or on a website or an app (1 percentage point decrease respectively) while the proportion of young people who have experienced National Lottery online instant win games remains unchanged in comparison to 2022. Boys were more likely to be classified as problem gamblers than girls (0.9 percent compared to 0.1 percent ). The numbers of individuals who fall into the categories of ‘at risk gamblers’ and ‘problem gamblers’ are low (below our threshold for analysis of 50 or more cases). As such these results should be treated with caution.

Those young people defined as ‘at risk’ were significantly more likely than all responders and those deemed to be ‘non-problem’ gamblers to say that gambling had made them uncomfortable around their friends (22.6 percent compared to 4.2 percent of ‘non problem’ gamblers). The latter group were significantly more likely to say that gambling never made them feel uncomfortable around their friends. However, again due to small base sizes findings for those ‘at risk’ are indicative only. Base: All 11 to 17 year olds answering who have seen family members live with gamble 'Stopped you from having enough food (food at home or money on school canteen card or account)' (774). 'Helped your family to pay for other things or activities for example, holidays, trips, clubs' (772). 'Your parents or guardians having less time to spend with you' (774). 'More arguments or tension at home' (773).casino betting sitesThere were some interesting contrasts by gender, with boys more likely than girls to feel guilty when they gamble and more likely to have seen family members gamble. Girls were less likely than boys to say that they worried about their gambling.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? This section of the report examines the impacts experienced by young people as a result of their own or someone else’s gambling. This is the second time the data has been collected following a pilot study in 2019 entitled Measuring gambling-related harms among children and young people: A framework for action (opens in new tab) and an initial data collection in 2022 in the Young People and Gambling report 2022. We will continue to develop our use of this data to build a fuller understanding of the impact of gambling on young people, particularly the extent and severity of gambling-related harms that they may experience. This development work will include analysing the data for young people defined as problem gamblers, which has been excluded from the current report due to the low base sizes.GC_HARDEFF. Thinking about the last 12 months, how often, if at all, has your own gambling led to any of the following things? 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).

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