The 2025 edition of the Gambling Commission (United Kingdom) study on young people and gambling highlights a contrasting reality: more young people are involved in gambling activities, but the rate of recognised problems remains stable. Using data collected from 3,666 adolescents aged 11 to 17, the survey provides a nuanced overview of behaviours, motivations and risks.
Increased participation, but mostly outside regulated channels
One of the clearest findings of this study is the increase in the proportion of young people who have spent their own money on gambling activities: 30% of adolescents (aged 11-17) report having done so in the last twelve months, compared to 27% in 2024. This increase is mainly due to greater use of unregulated forms of gambling: in 2025, 18% of young people gambled in unregulated contexts, compared with 15% the previous year.
Among the types of activities mentioned, the most common are those legally accessible to minors: arcade machines (21%), betting among friends or family (14%) and card games for money with friends or relatives (5%). However, the study notes that if arcade machines are excluded, only 6% of young people have participated in regulated forms of gambling for money — a rate that has remained virtually unchanged since 2024.
This increase in participation raises the question: is gambling becoming an almost normalised leisure activity among teenagers? And if so, in what form? The data suggests that it is not so much access to regulated gambling that is at issue, but rather the rise of more informal forms of gambling among peers or in loosely supervised contexts.
Advertisements, influencers and digital exposure
Beyond spending, the study also examines young people’s exposure to gaming-related messages. In 2025, nearly one in two young people (49%) say they see gaming-related advertisements on social media every week, and 47% via apps. The phenomenon is more pronounced among boys: 53% of boys say they see gambling advertisements on video-sharing sites (compared to 31% of girls), and 57% at sporting events (compared to 37% of girls).
Another section highlights the role of influencers: 31% of young people who have seen gaming-related content on social media (16% of all respondents) say that a content creator has promoted a gaming product to them. This data raises a broader debate: can young people distinguish between advertising and simple entertainment content? And what role does digital influence play in the emergence of gambling behaviour?
The survey notes that the main reason given for gambling with money is enjoyment (78% of those who spent money). Therefore, the digital landscape and frequent exposure to gambling content or incentive bets suggest a context where people gamble for fun, but potentially in an environment conducive to slipping into less innocent behaviour.
The measured risk still affects a minority, but remains to be monitored
The good news from the report is that the percentage of young people identified as having a gambling problem (score ≥ 4 on the adapted DSM-IV-MR-J scale) remained stable at 1.2% in 2025. In 2024, it was 1.5%. At the same time, 2.2% scored 2 or 3 (at-risk category), and 27% scored 0 or 1 (no problem identified).
As Tim Miller, Director of Research at the Commission, puts it:
‘Even with this increased participation, the percentage of those who scored four or more on the youth-friendly problem gambling screening test did not increase, but fell from 1.5% last year to 1.2% this year, which is considered statistically stable.’
However, this result should not obscure the need for vigilance. Even though the incidence remains low, the study highlights that the conditions are ripe for change, especially as gambling among young people is on the rise.
The area to watch now is gateway products: loot boxes, social games, prize draws, entertainment apps… All of these can indirectly pave the way for more formal gambling.
Family, environment and influences: who gambles at home?
The data shows that 29% of young people have seen one or more members of their household gambling. In this group, 7% say that this has led to tension or arguments at home, while 9% report that a relative’s gambling has helped to finance things at home such as holidays or activities. This duality highlights the importance of the family environment in how teenagers perceive gambling.
One might ask: is seeing a loved one gamble a factor that encourages or warns young people? The study does not draw any causal conclusions, but the correlation remains instructive. It is likely that the presence of examples in the household changes young people’s perception of gambling: from simple entertainment to a potential, normalised activity.
Towards a stronger regulatory response
In response to these figures, the Commission reiterates the measures put in place to protect minors. Since August 2024, land-based gaming operators (including the smallest establishments) have been required to carry out purchase tests to verify age. In addition, any customer who appears to be under the age of 25 must be asked for proof of age (previously 21).
Furthermore, the study notes that the Commission will deepen its research on early gambling experiences and gateway products in order to better understand how seemingly harmless activities (social gaming, loot boxes) can lead to more formalised engagement. This approach aims to anticipate and limit risky trajectories.
One point remains crucial: clear regulation is not enough. Young people and their families also need to be made aware of the mechanisms, statistics and risks involved. The Commission reiterates that this is an ongoing task.
The Gambling Commission’s 2025 study paints a complex picture: yes, gambling participation is increasing among young people, but no, the proportion of those identified as having a problem has not increased. This should not lead to complacency. The shift towards informal and unregulated forms of gambling requires continuous monitoring. The digital context, the influence of advertising and social media, and the family environment are all levers that must be actively taken into account.