Your Views on Gambling and Gaming
At any given time, as many as 15,000 young people in Scotland experience some level of harm associated with gambling. However, at present Scottish young people do not have opportunities to address how policymakers and education providers can protect them from gambling harms.
We partnered with the ALLIANCE and Fast Forward to deliver a survey to young people across Scotland. The aims of the survey were to gain an understanding of young people in Scotland’s views on gambling and gaming and to explore the case for a full Youth Commission into Gambling Harms.
Some of the key findings include:
Over half (60%) had opened a loot box when playing video games
Advertising of gambling and video games was seen as similar
Many suggested they felt that gaming was a “stepping stone” into gambling
84% said that young people in Scotland should have a say on the laws around gambling and gambling-like gaming features.
You can preview or download a PDF version of the full report, or view a text only version below.
Plain Text Version
Your views on gambling and gaming
Survey Results April 2022
1. Introduction and key findings 1
Key findings 3
2. Survey results 6
3. Discussion 22
4. Respondent demographics 27
5. Key findings by demographic 31
Age group 31
Deprivation (SIMD Quintile) 35
Gender identity 38
Ethnic group 41
Free school meals 44
6. Partner organisations 47
About the ALLIANCE 47
About Fast Forward 48
About Young Scot 48
Contents
Introduction
and key
findings
This report outlines findings from a survey conducted by Fast Forward and Young Scot and
commissioned by the Health and Social Care Alliance Scotland (the ALLIANCE) to gain toplevel insights into young people’s views on gambling and gaming.
The ALLIANCE hosts the Scotland Reducing Gambling Harm programme, which supports
people with lived experience of gambling harm to inform the National Strategy to Reduce
Gambling Harms, to ensure the voice of lived experience is at the centre of shaping action to
reduce harm.
Gambling has become normalised. Gambling advertising and marketing is prolific, especially on
social media and around football; most young people report having heard gambling advertising
or sponsorship1.
Young people can be affected by their own gambling, or by the gambling of a parent, carer, or
family member. It causes a wide range of harms, including: money problems, relationship
breakdown, anxiety and stress and, at the most extreme, suicide2 3. Furthermore, people who
gamble at an early age are at a higher risk of disordered gambling in later life3.
At any given time as many as 15,000 young people in Scotland experience some level of harm
associated with gambling.1 However, at present Scottish young people do not have
opportunities to address how policymakers and education providers can protect them from
gambling harms. Sustainable change requires a whole-system approach. In line with the UNCRC
principles, it is crucial that young people are enabled to play an active role in this process and
have access to opportunities for long term, sustainable and meaningful involvement.
11-16 years olds surveyed in the annual Young People and Gambling Survey, 2020 by Ipsos MORI on behalf of
the Gambling Commission.
Wardle H., Reith G., Best D., McDaid D., & Platt S. Measuring gambling-related harms: a framework for action.
Gambling Commission.
Wardle H., Reith G., Best D., McDaid D., & Platt S. Measuring gambling-related harms: a framework for action.
Gambling Commission.
Therefore, this survey aimed to:
Survey context
The gambling and gaming survey ran between 27th October until 15th December 2021 and
received 545 responses.
The survey included a range of different question styles including open-ended and closed
survey questions as well as word scales to keep young people engaged throughout the process
of completion.
Respondents were asked to provide their individual demographic information for further
analysis. The demographics explored were age group, deprivation (SIMD quintile), gender
identity, ethnic group and whether respondents qualified for Free School Meals. Although the
survey was open to all young people aged between 11 and 26, the majority who completed the
survey in full were between the ages of 14 and 17.
There were responses from all 32 local authorities in Scotland, however most responses came
from individuals who live in Edinburgh and Glasgow.
256 respondents who completed the survey were male in comparison to 184 females.
Responses from the other gender identities were low and have therefore been excluded from
the demographic analysis.
Gain an understanding of
young people in
Scotland’s views on
gambling and gaming.
The ALLIANCE, Fast Forward and Young Scot would like to
thank the children and young people who shared their
views and experiences of gambling and gaming. They would
also like to thank the Scottish Lived Experience Forum for
sharing their knowledge and expertise to inform the
development process of this survey, and the Fast Forward
Shadow Board of young people who shared their views
when developing survey questions.
Explore the case for a full
Youth Commission into
Gambling Harms.
Key findings
The large majority of respondents (92%) stated that they had played a video game in the
last 12 months.
Of those who had played a video game, two fifths (40%) did so every day.
Around a quarter of respondents (24%) stated that they had taken part in a gambling
activity in the last 12 months.
Of those who did take part in a gambling activity, over half (55%) did so less than once a
month. Only 8% stated that they did so every day.
Of those who did take part in a gambling activity, three quarters (75%) stated that their
gambling has not impacted them in any way, while one quarter (25%) stated that their
gambling has impacted them.
Respondents who answered to the previous question were asked to expand on their
answer.
Those who had selected No mostly made mention of the types of gambling activities
such as scratch cards and sports bets. Responses also made mention of the social
aspects of gambling, with reference to their friends and family. Gambling was often
done for “fun”, with little or no financial involvement.
Those who had selected Yes detailed the mental impacts of their gambling activities,
with several referring to addiction. Financial implications were mentioned more
often, with reference to this impact on their relationships.
Gaming
Gambling
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Around a quarter of all respondents (23%) stated that someone close to them gambles
regularly.
Of those who had someone close to them that gambled regularly, a third (33%) stated
that this behaviour had worried them.
Half of all respondents (50%) stated that they had spoken to a friend or family member
about gambling.
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
Gambling was viewed as…
The factors that respondents were most unsure about were safe vs risky (25% selected not
sure) and beneficial vs harmful (20% selected not sure).
Risky rather than safe (59%).
Harmful rather than beneficial (56%).
Mixed response when rating between normal and not normal, although marginally
more respondents rated it as normal (28%).
Fun rather than boring (36%).
Visible rather than hidden (38%).
Thrilling rather than dull (39%).
Common rather than uncommon (55%).
About luck rather than about skill (58%).
Easily available rather than hard to access (66%).
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Respondents were asked to rate the similarities between video games and gambling
games. The factors that respondents thought were the least similar between video games
and gambling games were features and risks, with over half selecting “very” or
“somewhat different” (53%). The factor that respondents thought was the most similar
between video games and gambling games was advertising, with over a third selecting
“very” or “somewhat similar” (36%).
Respondents who selected “somewhat” or “very similar” to any of the four factors were
asked to describe how they feel about the similarities that they identified.
Loot boxes are in-game purchases whereby the player would receive random
consumable virtual enhancements for their games for a charge.
Over half of respondents (60%) stated that they had opened a loot box within a game.
Over half of respondents (57%) who have opened a loot box stated that they don’t mind
them. Responses to this question were neutral, with the same percentage selecting the
extremes of the scale I don’t like them at all and I like them a lot (9%).
The majority of respondents (84%) stated that young people should have a say on the
laws around gambling and gambling-like gaming features.
Respondents mostly identified a strong similarity between gaming and gambling in
reference to addiction. The mental impacts often discussed similarities between
advertising where younger audiences tend to be targeted. Some respondents also
saw gaming as a ‘stepping stone’ to the world of gambling.
These responses were also categorised by concern around similarities, with most
identified as generally concerned, discussing the dangers/worries about these
connections.
Gaming and gambling
Survey
results
The first few questions were around young people’s experience of playing video games4.
The large majority of respondents (92%) stated that they had played a video game in the last
12 months.
Of those who had played a video game, two fifths (40%) did so every day.
Everyday
Several times a week
Once a week
1-3 times a month
Less than once a month
In this context, video games were defined as computer games, games on a mobile device, app games and
console games
The 503 respondents who selected Yes to the previous question were then asked
the following question.
The survey
received
responses
545
Gaming
Have you played a video game in the last 12 months?
How often do you play?
The following questions were around young people’s experience and opinions of gambling5.
Around a quarter of respondents (24%) stated that they had taken part6 in a gambling
activity7 in the last 12 months.
The 129 respondents who stated they had taken part in a gambling activity in the
past 12 months were then asked the following questions.
Those who took part in a gambling activity did not do so often, with over half (55%) selecting
less than once a month.
The definition of gambling provided in the survey was as follows: Gambling is risking money (or anything of
value) on something with an uncertain outcome, in the hope of winning additional money. Examples include
scratchcards, lottery, private bets with friends, bingo, sports betting, etc.
Respondents who selected Yes to this question were signposted to the BigDeal website for support if needed.
70% selected No and 6% selected Not sure
Suggested impacts included finances, relationships, health, wellbeing, etc.
Of those who stated that they took part in a gambling activity, a quarter (25%) selected Yes to
this question, while three quarters (75%) selected No.
Everyday
Several times a week
Once a week
1-3 times a month
Less than once a month
How often do you take part?
Has your gambling ever impacted8
you in any way?
Gambling
Have you taken part in a gambling activity in the last 12 months?
This question was optional and received 102 responses. Of these, 82 were categorised into
themes9 whereby multiple themes were attached to responses that broadly discussed multiple
subjects. This was often the case.
Previous Question Response: “No”
Of those who selected No to the previous question, 73 provided a written
response with 60 of those being themed. The most common responses involved
gambling activities, such as scratch cards and sports games bets, and often
included friends or family in the form of social activities. Respondents generally
felt more in control of their gambling abilities and often did so for fun and with
little or no financial involvement. Digital gambling typically surrounded in-game
purchases with loot boxes often mentioned whereby the player would receive
random consumable virtual enhancements for their games for a charge. The
themes from these responses are detailed in the table below.
9 20 responses were variations of No, Nothing, or responses with no context whatsoever
Could you tell us a little bit more about your response above?
Main theme Secondary Theme
Scratch cards
Sports games and events
Other physical gambling games
(lottery, bingo, poker etc)
Activity with friends
Activity with family
Source of fun
Little/no financial involvement
No general interest in gambling
In-game purchases and bets
Online gambling sites
Self-control
Addiction
Responses
Physical Activities
Social Activities
General
Entertainment
Digital Activities
Mental Impacts
gambling
money
something
occasionally
back
sports lottery lot
all
good
bet play
gaming usually because
any win game
go
over life think
like
real sometimes friends
family
small
bought
fun games scratch
ever
scratchcards
betting
gamble
put every
just
year
thing
spend
bad
buy
once
never cards
card
only
poker
The following responses are all from Respondents who selected No to the prior
question.
The word cloud below further depicts the most commonly occurring words within
the No responses.
I gamble for fun. I buy scratch cards every so often, I put on a football bet at
the weekend and I'll visit a casino once in a while on a night out. My gambling
is fun and I can easily limit what I spend.
I think gambling is a fun thing to do when it's a fun game with no real money
included, a just-for-fun game with fake money. I also think that gambling and
other things that you have to be over the age of 18 to be stays that way.
Scratch cards are a common gift in my family for birthdays and Christmases.
I just do it with mates, not for lots of money, we never really bring more than
£5 to the table.
Previous Question Response: “Yes”
Of those who selected Yes to the previous question, 29 provided a written
response with 22 of those being themed. In contrast to the above No responses,
those who answered Yes were much less likely to feel in control and typically
referred to their gambling habits as an addiction. Financial implications were
also commonly discussed as impacting their own wellbeing and relationships.
Gambling was rarely viewed as an activity for the purpose of fun and the
common theme of gambling as a social activity as observed prior was absent
within these responses also. The themes from these responses are explored
below.
Main theme Secondary Theme
Addiction
Self-control
Concerns over own mental health
Money struggles
Impact on relationships
In-game purchases and bets
Online gambling sites
Sports games and events
Other physical betting games (lottery,
bingo, poker etc)
Activity with family
Activity with friends
Source of fun
Responses
Mental Impacts
Financial Implications
Digital Activities
Physical Activities
General
entertainment
Social Activities
The following responses are all from Respondents who selected Yes to the prior
question.
I gamble every day, usually at least £5 which can leave me with not enough
money. It's a bad habit.
In terms of my relationship it did cause lots of trouble as my girlfriend was very
strict regarding games and gambling but I can't leave none of them… so we
broke up.
The more I played the game the more I ended up spending and I ended up
spending a massive amount of money. This impacted me financially as it was
actually money that I'd saved up and was given to me by family members for
university. I eventually came clean about it to my parents whilst having a
discussion about my mental health and they were thankfully really
understanding about it, however they were also really disappointed… I now
know the dangers of gambling. I think that it is way too easy for people,
especially young and vulnerable people… I also think that gambling young
people should be educated about gambling in school.
BET
APP
I ended up spending all my money once, even almost my entire overdraft. It
was embarrassing and I got help so now I keep a ‘pot’ I never spend out with
that even though often I honestly do want to.
The word cloud below further depicts the most commonly occurring words within
the Yes responses.
gambling
money
purchases
spending
financially in-app
thought
caused
costs
loot
never
won
help
gamble
games
played actually
every
kept
health back
online
people know lot
Although
ended
now
sunk
used
bad made
lost
leave
bet
spent
things
due young
until impacted
think really
spend all
about
more
game
addiction
playing
All respondents were asked the questions that follow.
Half of the respondents (50%) selected Yes to this question.
The following question was asked to 510 respondents who had answered Yes to
any of these previous questions:
Respondents who selected Yes to this question were signposted to the BigDeal website for support if needed.
66% selected No and 11% selected Not sure
10 Examples provided were a family member, friend, or boyfriend/girlfriend, etc.
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Have you ever spoken to a friend or family member about gambling?
All respondents were asked the questions that follow.
Around a quarter of respondents (23%) stated that someone close to them gambles
regularly11.
A third of respondents (33%) who stated that someone close to them gambles regularly
selected Yes12 to this question.
The following questions were asked to the 125 respondents who answered Yes to
the previous question.
Does anyone close to you10 gamble regularly?
Has their gambling ever worried you?
Safe 2% Risky
Beneficial Harmful
Normal Not normal
Fun Boring
Visible Hidden
Thrilling Dull
Common Uncommon
About luck About skill
Easily available Hard to access
Respondents were also able to rate themselves as not sure about the factors. The factors that
respondents selected this option for most were safe vs risky (25%) and beneficial vs harmful
(20%).
Young people have many different opinions about gambling. We’re interested in
what you think. For each of the word pairs below, please select the point between
them that you think best describes gambling.
I think gambling is…
For ease of comparison, the commentary below looks at the combination of ratings -2 and -1
at one end of the scale and ratings 1 and 2 at the other (with 0 as a neutral point).
Respondents mostly viewed gambling
as risky, with over half (59%) selecting
this side of the scale.
Respondents mostly viewed gambling
as visible, with almost two fifths (38%)
selecting this side of the scale.
Respondents mostly viewed gambling
as common, with over half (55%)
selecting this side of the scale.
Respondents mostly viewed gambling
as easily available, with two thirds (66%)
selecting this side of the scale.
Respondents were mostly neutral on
this factor. Marginally more
respondents placed their opinion on
the normal side of the scale (28%) than
the not normal side of the scale (25%).
Respondents mostly viewed gambling
as harmful, with over half (56%)
selecting this side of the scale.
Respondents mostly viewed gambling
as thrilling, with almost two fifths (39%)
selecting this side of the scale.
Respondents mostly viewed gambling
as about luck, with over half (58%)
selecting this side of the scale.
Respondents mostly viewed gambling
as fun, with over a third (36%) selecting
this side of the scale.
Safety
Visibility
Common
Availability
Normality
Benefits
Excitement
Luck or skill
Fun
The following questions were around young people’s thoughts on the connections between
gaming and gambling.
Over half of respondents (57%) who have opened a loot box stated that they don’t mind them.
9% 11% 57% 14% 9% I don’t like
them at all
I don’t mind them
I like them a lot
Over half of respondents (60%) stated that they had opened a loot box14. These 328
respondents were then asked the following question.
The 328 respondents who stated they had opened a loot box in the previous
question were then asked the following question.
The provided definition of a loot box was something you can purchase or receive in a game that contains a
randomised reward. For example: player packs, resource crates or goody bundles.
35% selected No and 5% selected Not sure.
Gaming and gambling
How do you feel about loot boxes being part of your video games?
Have you ever opened a loot box13?
All respondents were asked the following question.
The factors that respondents thought were the least similar between video games and
gambling games were features and risks, with over half selecting “very” or “somewhat
different” (53%).
The factor that respondents thought was the most similar between video games and gambling
games was advertising, with over a third selecting “very” or “somewhat similar” (36%).
Features
Risks
Benefits
Advertising
Very different Somewhat different Neither similar nor different
Somewhat similar Very similar
Respondents who selected “Somewhat similar” or “very similar” to any of the four
factors were asked the following question. This totalled 331 respondents.
How do you feel about the similarities between gaming and gambling that
you have identified?
Features
In general, do you think video games and gambling games have similar...?
Main theme Secondary Theme
Primary similarity between gaming
and gambling is its addictive nature
The risk factors in gaming often go
unnoticed in comparison to gambling
Responses
Addiction
Money
Mental impact
General views
General notes of differences between
gaming and gambling
Gaming and gambling both share the
luck-based element overall
Lack of experience/knowledge
around the topic
Gaming is more skill-based whilst
gambling is purely luck-based
Gaming is generally safer than
gambling but can still be addictive
Gaming isn’t really addictive and is
not similar at all
The financial elements involved in
gaming and gambling are similar
The financial elements involved in
gaming and gambling are different
Gaming and gambling both
psychologically target their audience
There is a transferrable mindset
between gaming and gambling
General concerns around similarities
between gaming and gambling
This question was optional and was answered by 231 respondents. Of these, 190
were categorised into themes with many responses having multiple themes
attached based on the subject nature. The most common themes are presented in
the table below.
Overall, respondents seemed to favour the view that there was a strong similarity between
gaming and gambling that involved their addictive natures whilst also noting the financial
presences involved in both. The mental impacts often discussed similarities between
advertising whereby audiences are psychologically targeted, a primary concern for
respondents who further identified that gaming attracts a significant younger audience. A
transferrable mindset between gaming and gambling also suggested gaming as a ‘stepping
stone’ to the world of gambling. However, as the more general views portray, respondents
often discussed similarities and differences alike.
The sentiment of these responses in terms of how concerned they felt about these
similarities was also considered. The following chart depicts these findings
whereby responses were categorised as ‘Generally Concerned’, ‘Not Concerned’,
or ‘Neutral’ based on the response as a whole.
131 responses (69%) were generally concerned about the similarities through
discussing the dangers or perceived worries around the connections. 44 responses
(23%) were overall not concerned about any similarities, whilst 15 responses (8%)
provided fairly neutral responses that lacked any swaying to either side.
Not concerned
Neutral
Generally concerned
Only in this survey did I realise the similarities between the two. I also know
that this can both be addicting and dangerous.
I feel Gaming is often used as a gateway, to introduce people, often young
people, to gambling which may lead to addiction.
I feel that gambling and videos games are essentially the same, only video
games are marketed in a way that a) seems safer b) is appealing for younger
children.
I feel that gaming, whilst it offers some fun in the concept of gambling, is very
harmful when it comes to involving real currency. The fact that someone can
buy, say, four random items for £1 can lead to intense addictions.
Do you think Scottish young people should have a say on the laws around
gambling and gambling-like gaming features?
Would you like to get involved in forming a Youth Commission15 on
Gambling Harms?
The majority of respondents (84%) stated that young people should have a say on the laws
around gambling and gambling-like gaming features.
There were 157 respondents who selected Yes to this question. These respondents were then
provided the opportunity to provide their contact details, registering their interest in a Youth
Commission on Gambling Harms. A total of 39 young people provided their details on the
contact form.
I feel that I’ve never realised how similar gaming and gambling were.
The following definition of a youth commission was provided to survey respondents: A Youth Commission is a
group of young people who gather evidence and make recommendations to the Scottish Government on a
particular policy area (for example, mental health services).
Discussion
This survey looked at the views of children and young people in Scotland on gambling and its
links to gaming. Video gaming was a highly popular activity among our respondents (92%),
with gambling participation (24%) and loot box use (60%) also common.
Respondents who said they had been impacted were less likely to describe feeling in control of
their gambling, less likely to describe gambling as fun or a social activity, and more likely to
refer to gambling as an addiction.
This percentage is higher than expected, given that the proportion of 11-16 year olds at risk of
harm or experiencing ‘problem gambling’ in Great Britain is estimated to be 4.4%, based on
Gambling Commission statistics16. It is possible that this is due to a form of participation bias,
in that young people may have been more likely to take part in the survey if they had been
impacted by gambling. Respondents may also have experienced relatively mild impacts that
would not be captured by the DSM-IV ‘problem gambling’ screen included in the Gambling
Commission’s survey.
A quarter (25%) of respondents who gambled in the last 12 months said
their gambling had ever impacted them.
Gambling Commission (2019). Young people and gambling survey 2019: A research study among 11-16 year
olds in Great Britain. https://www.gamblingcommission.gov.uk/statistics-and-research/publication/youngpeople-and-gambling-2019 (accessed Feb 2022).
This question intentionally did not define ‘regular gambling’, to allow young people to decide
themselves whether anyone close to them gambles regularly in their view.
It is striking that a third of young people close to someone who gambles regularly had worried
about that person’s gambling. This indicates that the gambling of family members or friends
may be a source of concern for many young people. To our knowledge, much of the existing
research on the impacts of gambling on close family members and friends focuses on adults17,
so further research is needed to better understand children and young people’s worries.
Further, this finding may indicate a need for tailored resources to support young people with
these worries.
Up to now, young people have been underrepresented in lived experience and affected other
networks and forums across Scotland and the UK, but this finding underlines the importance
of young people’s voices being heard.
This figure tallies well with existing research that half of young people in Great Britain (50%)
have spoken with someone close to them about gambling18. This figure also means that 50%
of young people had not spoken with a friend or family member about gambling.
In research conducted by the Royal Society for Public Health with 11-24 year olds in Great
Britain, young people said they wanted parents and carers to be given more information to
support them around gambling harms19. They also supported the idea of parents and carers
being given support to spot signs of disordered gambling, which may open up space for
conversations around risks and how to stay safe.
For example: Banks et al. (2018). Families living with problem gambling: Impacts, coping strategies, and helpseeking. https://www.begambleaware.org/sites/default/files/2020-12/families-living-with-problemgambling.pdf (accessed Feb 2022); Gunstone & Gosschalk (2020). Gambling treatment and support. https://
www.begambleaware.org/sites/default/files/2020-12/gambling-treatment-and-support.pdf (accessed Feb
2022); Landon et al. (2018). An exploratory study of the impacts of gambling on affected others accessing a
social service. International Journal of Mental Health and Addiction, 16. https://link.springer.com/article/
10.1007/s11469-017-9785-4 (accessed Feb 2022); Merkouris et al. (2020). Affected other treatments:
Systematic review and meta-analysis across addictions. https://dro.deakin.edu.au/eserv/DU:30145395/
merkouris-affectedother-2020.pdf (accessed Feb 2022); Whitty & Paterson (2019). Gambling support study:
Understanding gambling harm experienced by female affected others. https://csrm.cass.anu.edu.au/sites/
default/files/docs/2020/3/ANU_Gambling_Support_Study.pdf (accessed Feb 2022).
Gambling Commission (2019). Young people and gambling survey 2019: A research study among 11-16 year
olds in Great Britain. https://www.gamblingcommission.gov.uk/statistics-and-research/publication/youngpeople-and-gambling-2019 (accessed Feb 2022).
Royal Society for Public Health (2019). Skins in the game: A high-stakes relationship between gambling and
young people’s health and wellbeing? https://www.rsph.org.uk/our-work/policy/gambling/skins-in-thegame.html (accessed Feb 2022).
Among respondents who have someone close to them who gambles
regularly, a third (33%) said it had ever worried them.
Half of the respondents (50%) said they had spoken to a friend or family
member about gambling.
Recent research from the Gambling Commission also indicates that friends play a “hugely
influential” role in encouraging gambling among young people20. Gambling experiences with
friends can create peer pressure, and skew what seems like ‘normal’ behaviour. The authors
recommended tackling harmful gambling within friendship groups as part of a more holistic
approach, supporting young people to have more open communication around risks and
consequences.
Respondents mostly viewed gambling as risky (59%) and harmful (56%),
but also common (55%) and easily available (66%).
Young people’s views of gambling as risky and harmful echo 2019 Gambling Commission
research, which found that 59% of 11-16 year olds in Great Britain think that gambling is
dangerous21.
Most forms of gambling are age-restricted, and older respondents (16+) were more likely to
say that gambling is easily available (77%). However, the majority of under-16s still rated
gambling as easily available (58%).
Gambling Commission (2021). Exploring the gambling journeys of young people. https://
www.gamblingcommission.gov.uk/statistics-and-research/publication/exploring-the-gambling-journeys-ofyoung-people (accessed Feb 2022).
Gambling Commission (2019). Young people and gambling survey 2019: A research study among 11-16 year
olds in Great Britain. https://www.gamblingcommission.gov.uk/statistics-and-research/publication/youngpeople-and-gambling-2019 (accessed Feb 2022).
Over half of respondents (57%) who have opened a loot box stated that
they don’t mind them.
Advertising was identified as the biggest similarity between video games
and gambling, with over a third (36%) saying it is “very” or “somewhat
similar”.
Attitudes to loot boxes seemed to be broadly neutral, with one in ten (9%) saying “I don’t like
them at all” and one in ten (9%) saying “I like them a lot”. This view of loot boxes is more
nuanced than expected, given the scrutiny loot boxes have faced in media coverage22 and in
research reports23.
A 2021 survey of UK gamers of all ages24 found that while almost 1 in 5 (19%) thought no
microtransactions or loot boxes should be allowed in video games at all, less than 1 in 20
gamers (4%) thought there should be no restrictions on microtransactions. This indicates a
more critical attitude to loot boxes than our findings, which may be due to differences in
sampling, for example due to our participants being aged 11-25 and based in Scotland. In any
case, the more nuanced attitudes to loot boxes in our study underline the importance of a
range of young people’s voices being heard around gaming and loot box regulations.
It is striking that ads were identified as the biggest similarity between video games and
gambling, given that advertising for gambling is age-restricted in a way that video gaming
advertising is not. For example, UK Advertising Codes require that gambling advertising
should not:
Be likely to be of particular appeal to children or young persons, especially by reflecting
or being associated with youth culture
Be directed at those aged below 18 years (or 16 years for football pools, equal-chance
gaming, prize gaming, or Category D gaming machines)
For example: Chadwick (2020). One in six children steal money from their parents to pay for addictive
computer game ‘loot boxes’, survey reveals – as campaigners call for them to be classed as gambling. Daily
Mail, 23/12/2020. https://www.dailymail.co.uk/sciencetech/article-9082781/One-six-children-steal-moneypay-video-game-loot-boxes.html (accessed Feb 2022); Clarkson (2020). Coronavirus: The gamers spending
thousands on loot boxes. BBC News, 13/11/2020. https://www.bbc.co.uk/news/uk-england-54906393
(accessed Feb 2022); Kleinman (2019). My son spent £3,160 in one game. BBC News, 15/07/2019. https://
www.bbc.co.uk/news/technology-48925623 (accessed Feb 2022);
For example: Close & Lloyd (2021). Lifting the lid on loot-boxes: Chance-based purchases in video games and
the convergence of gaming and gambling. https://www.begambleaware.org/sites/default/files/2021-03/
Gaming_and_Gambling_Report_Final.pdf (accessed Feb 2022); Parent Zone (2019). The rip-off games: How the
new business model of online gaming exploits children. https://parentzone.org.uk/system/files/attachments/
The%20Ripoff%20Games%20-%20Parent%20Zone%20report.pdf (accessed Feb 2022).
Censuswide (2021). The rise of microtransactions: How much we spend inside our games in the UK. https://
www.wepc.com/statistics/microtransactions-survey-uk/ (accessed Feb 2022).
However, recent research conducted by Ipsos MORI found that 96% of 11-24 year olds in the
UK had seen gambling ads in the last month25 Similarly, researchers at the University of
Bristol found that children and young people’s exposure to gambling ads is high, and that
gambling ads on social media are significantly more appealing to children and young people
than adults26. Given the appeal and reach of gambling ads to children and young people, it is
perhaps less surprising that over a third of our participants felt gambling and gaming ads
are similar.
Most respondents (84%) stated that young people should have a say on
the laws around gambling and gambling-like gaming features.
Although gambling and gambling ads carry age restrictions, children and young people are
regularly exposed to advertising and opportunities to gamble – two thirds (66%) of our
respondents viewed gambling as easily available. Many loot box consumers are children, and
young adults (18-24) are more likely to purchase loot boxes than any other adult age group27.
Our survey findings indicate that young people have a wide range of views on risks around
gaming and gambling, and that they would like their voices to be heard. To quote the Advisory
Board for Safer Gambling: “How children perceive lootboxes is important and should be
reflected in public policy”.
Regulating technologies that are themselves rapidly evolving is notoriously challenging.
Indeed, some industry commentators anticipate that the imminent review of gambling laws in
the UK will lead to legislation to tackle loot box mechanics, and that gaming companies will
shift towards gambling-like game mechanics that are even more difficult to regulate28. That
makes hearing from children and young people particularly vital, to ensure that research and
policy action is both relevant and timely.
Ipsos MORI (2020). The effect of gambling marketing and advertising on children, young people, and
vulnerable adults. https://www.begambleaware.org/sites/default/files/2020-12/the-effect-of-gamblingmarketing-and-advertising-synthesis-report_final.pdf (accessed Feb 2022).
Rossi & Nairn (2021). The appeal of gambling adverts to children and young persons on Twitter. http://
www.bristol.ac.uk/media-library/sites/management/documents/what-are-the-odds-rossi-nairn-2021.pdf
(accessed Feb 2022).
Close & Lloyd (2021). Lifting the lid on loot-boxes: Chance-based purchases in video games and the
convergence of gaming and gambling. https://www.begambleaware.org/sites/default/files/2021-03/
Gaming_and_Gambling_Report_Final.pdf (accessed Feb 2022).
Kersley (2021). Loot boxes are dead – What comes next will be worse. Wired, 02/05/2021. https://
www.wired.co.uk/article/loot-boxes-new-gambling (accessed Feb 2022).
Respondent
demographics
Respondents were asked to voluntarily provide their details in the following questions. There
were a portion of respondents who did not fill in their details but had completed the
remainder of the survey and have had their results analysed. These individuals are included in
the percentage of those who selected “prefer not to say” as a proxy.
Almost two thirds of the respondents (65.5%) were aged under 18. The most commonly
selected ages were 15, 16 and 17.
How old are you?
11 0.2% 19 4.8%
12 4.6% 20 3.7%
13 8.6% 21 2.9%
14 11.6% 22 2.4%
15 13.0% 23 1.7%
16 13.4% 24 2.6%
17 14.1% 25 2.0%
18 4.8% Prefer not to say 9.7%
Age % response Age % response
There were responses from individuals who lived in all 32 Local Authorities. Most responses
came from individuals who lived in Edinburgh and Glasgow.
Aberdeen
Aberdeenshire
Angus
Argyll & Bute
Clackmannanshire
Comhairle Nan Eilean
Siar (Western Isles)
Dumfries and Galloway
Dundee
East Ayrshire
Midlothian
Moray
North Ayrshire
North Lanarkshire
Orkney Islands
Perth & Kinross
Renfrewshire
Scottish Borders
2.0% East Dunbartonshire
East Lothian
East Renfrewshire
Edinburgh
Falkirk
Fife
Glasgow
Highland
Inverclyde
Shetland Islands
South Ayrshire
South Lanarkshire
Stirling
West Dunbartonshire
West Lothian
Prefer not to say
Local Authority % response Local Authority % response
Which Local Authority do you live in?
28
18.3%
SIMD Quintile 1
21.8%
SIMD Quintile 2
19.8%
SIMD Quintile 3
17.3%
SIMD Quintile 4
22.8%
SIMD Quintile 5
The Scottish Index of Multiple Deprivation is split into five quintiles, with Quintile 1
representing areas with highest deprivation and Quintile 5 representing areas with lowest
deprivation. These postcodes were freely typed and 197 were able to be mapped against the
SIMD20 Quintile data. The figures below are a breakdown for the postcodes that were able to
be mapped.
Breakdown of respondents by Scottish Index of Multiple Deprivation Quintile
Gender Identity
Free school meals
122 respondents (22.4%) stated that they have qualified for free school meals at
some point.
Male Female Prefer not to say Non-binary In another way
Ethnicity
White/White Scottish/White British
Chinese/Chinese Scottish/Chinese British
Arab/Arab Scottish/Arab British
Irish
Prefer not to say
Mixed or Multiple Ethnic Groups
Other
Caribbean/Caribbean Scottish/Caribbean British
White Other
African/African Scottish/African British
Black/Black Scottish/Black British
Asian/Asian Scottish/Asian British
Polish
Gypsy/Traveller
Key findings by
demographic
Age group
Gaming
Respondents to the survey were aged between 11 and 26, with the majority being between 14
and 17. For the purpose of this analysis, respondents’ ages have been grouped as follows:
Older respondents were less likely to have played a video game in the last 12 months
than younger respondents (81% of over 18s compared with 97% of respondents under
the age of 16 and 94% of those aged 16 to 18).
Of those who had played a video game, respondents under the age of 16 were most likely
to play them every day when compared with other groups (41% of those under 16
compared with 37% aged 16 to 18 and 36% over the age of 18). Respondents over the
age of 18 played video games less frequently overall than the other age groups.
Under 16
Respondents
16 to 18
176
Respondents
Over 18
109
Respondents
31
Gaming
Gambling
Older respondents were less likely to have played a video game in the last 12 months
than younger respondents (81% of over 18s compared with 97% of respondents under
the age of 16 and 94% of those aged 16 to 18).
Of those who had played a video game, respondents under the age of 16 were most
likely to play them every day when compared with other groups (41% of those under 16
compared with 37% aged 16 to 18 and 36% over the age of 18). Respondents over the
age of 18 played video games less frequently overall than the other age groups.
Older respondents were most likely to have participated in a gambling activity in the
past 12 months (39% of those aged over 18 stated that they had compared with 28% of
those aged 16 to 18 and 12% under the age of 16).
Respondents who stated they had taken part in a gambling activity in the past 12 months
were then asked questions about their gambling. When looking at the responses to these
questions by demographic, there were not enough responses in each category for comparison.
Respondents over the age of 18 were the most likely to state that someone close to
them gambled regularly (34% compared with 22% of those aged 16 to 18 and 18% of
those under the age of 16). Respondents under the age of 16 were also more likely to
select not sure than the other groups.
Respondents who stated that someone close to them gambled regularly were asked if their
gambling ever worried them. When looking at the responses to these questions by
demographic, there were not enough responses in each category for comparison.
Respondents over the age of 16 were more likely to have spoken to a friend or family
member about gambling (53% of those aged 16 to 18 and 53% of those over the age of
18 compared with 44% of those under the age of 16).
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Respondents under the age of 16
were less likely to view gambling as
risky compared with those over 16
(52% selected the “riskier” end of the
scale compared with 61% of those
aged between 16 and 18 and 64% of
over 18s).
Respondents aged between 16 and 18
were most likely to rate gambling as
visible (43% of those aged between 16
and 18 selected the “visible” end of the
scale compared with 36% of under 16s
and 33% of over 18s).
Respondents under the age of 16 were
the least likely to view gambling as
common (53% of under 16s selected the
“common” end of the scale compared
with 60% of those aged between 16 and
18 and 61% of those over the age of 18).
Respondents over the age of 16 were
more likely to view gambling as easily
available (77% of those aged between
16 and 18 and 77% of those over the
age of 18 selected the “easily available”
end of the scaled compared with 58% of
those under the age of 16).
Respondents over the age of 16 were
more likely than those under 16 to
view gambling as normal (38% of
those aged between 16 and 18 and
34% of over 18s selected the
“normal” end of the scale compared
with 26% of under 16s).
Respondents under the age of 16 were
the least likely to view gambling as
thrilling (36% of under 16s selected the
“thrilling” end of the scale compared
with 45% of those aged between 16 and
18 and 45% of those over the age of 18).
Respondents aged between 16 and 18
were most likely to rate gambling fun
(41% of those aged between 16 and 18
selected the “fun” end of the scale
compared with 36% of over 18s and
27% of under 16s).
Safety
Visibility
Common
Availability
Normality
Excitement
Fun
33
Respondents under the age of 18 were much more likely to have opened a loot box
compared with those over the age of 18 (59% of respondents under 16 and 66% of those
between 16 and 18 compared with 45% of those over the age of 18).
Respondents under the age of 18 were much more likely to “like loot boxes a lot”
compared with those over the age of 18 (25% of respondents under 16 and 23% of those
between 16 and 18 compared with 16% of those over the age of 18).
Respondents were asked to rate the similarities between video games and gambling
games.
The majority of all age groups stated that young people should have a say on the laws
around gambling and gambling-like gaming features, with those over the age of 18
stating this preference most often (91% of over 18s selected Yes compared with 81% of
respondents aged 16 to 18 and 84% of under 16s).
Respondents over the age of 18 were
most likely to find features similar
(44% of respondents over the age of 18
selected very/somewhat similar
compared with 34% of those aged
between 16 and 18 and 28% of under
16s).
Older respondents were more likely to
find advertising similar than younger
respondents (40% of those aged
between 16 and 18 and 42% of those
over 18 selected very/somewhat
similar compared with 32% of those
under the age of 16).
Older respondents were more likely
to rate the risks as similar than
younger respondents (36% of those
aged between 16 and 18 and 36% of
those over 18 selected very/somewhat
similar compared with 25% of those
under the age of 16).
Respondents over the age of 18 were
most likely to find benefits similar
(33% of respondents over the age of 18
selected very/somewhat similar
compared with 23% of those aged
between 16 and 18 and 19% of under
16s).
Features
Advertising
Risks
Benefits
Gaming and gambling
Deprivation (SIMD Quintile)
SIMD Quintile 1
Respondents
36
SIMD Quintile 2
Respondents
43
SIMD Quintile 3
Respondents
39
SIMD Quintile 4
Respondents
34
SIMD Quintile 5
Respondents
45
To compare between groups, results from different quintiles have been combined into two
groups: “Most Deprived” (respondents from Quintiles 1 and 2) and “Least Deprived”
(respondents from Quintiles 4 and 5). Responses from those in Quintile 3 have not been
included.
Of those who had played a video game, respondents in more deprived areas were more
likely to play them every day (45% compared with 26% in the least deprived group).
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
Respondents from the most deprived areas were more likely to state that someone
close to them gambled regularly (29% compared with 18% of those in the least deprived
group). Respondents from more deprived areas were more likely to select not sure than
the other groups.
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Gaming
Gambling
Respondents from areas of higher
deprivation were more likely to view
gambling as normal (34% of those in
the most deprived group selected the
“normal” end of the scale compared
with 24% of those in the least deprived
group).
Respondents from areas of lower
deprivation were more likely to view
gambling as thrilling (47% of those in
the least deprived group selected the
“thrilling” end of the scale compared
with 38% of those in the most deprived
group).
Respondents from areas of higher
deprivation were more likely to view
gambling as common (62% of those in
the most deprived group selected the
“common” end of the scale compared
with 50% of those in the least deprived
group).
Respondents from areas of lower
deprivation were slightly more likely
to rate gambling fun (36% of those in
the least deprived group selected the
“fun” end of the scale compared with
30% of those in the most deprived
group). Respondents in areas of
higher deprivation were more than
twice as likely than the other group to
select not sure.
Respondents from areas of higher
deprivation were more likely to rate
gambling as visible (42% of those in the
most deprived group selected the
“visible” end of the scale compared with
31% those in the least deprived group).
Normality
Excitement
Common
Fun
Visibility
Respondents from areas of higher deprivation were more likely to have opened a loot
box (65% of respondents in the most deprived group compared with 57% of those in the
least deprived group).
Respondents in the more deprived group were more likely to have an opinion on loot
boxes either way, compared with almost two thirds in the least deprived group who
selected I don’t mind them.
Respondents were asked to rate the similarities between video games and gambling
games.
Most of both groups stated that young people should have a say on the laws around
gambling and gambling-like gaming features, with those from areas of higher
deprivation stating this preference slightly more often (89% of those from the most
deprived group selected Yes compared with 82% of respondents from the least deprived
group).
Respondents from areas of lower
deprivation were more likely to find
benefits different (53% of respondents
from the least deprived group selected
very/somewhat different compared with
44% of those in the most deprived
group).
Respondents from areas of lower
deprivation were slightly more likely
to find advertising different (49% of
respondents from the least deprived
group selected very/somewhat
different compared with 42% of those
in the most deprived group).
Benefits Advertising
Gaming and gambling
Gender identity
For the purpose of this comparison, respondents from those identifying as female and male
have been compared. Responses from the other gender identities were low and have
therefore been excluded.
Female Male
Male respondents were more likely to have a played a video game in the past 12
months (98% compared with 84% of female respondents).
Of those who had played a video game, male respondents were more than twice as
likely to play them every day (48% compared with 21% of female respondents).
Male respondents were more likely to have participated in a gambling activity in the
past 12 months (28% compared with 17% of female respondents).
Male respondents were slightly more likely to state that someone close to them
gambled regularly (25% compared with compared with 20% of female respondents).
Gaming
Gambling
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
Female respondents were more likely
than male respondents to rate
gambling as risky (64% selected the
“riskier” end of the scale compared
with 53% of male respondents).
Female respondents were slightly
more likely to rate gambling as
boring (28% selected the “boring” end
of the scale compared with 22% of
male respondents).
Male respondents were more likely to
rate gambling as thrilling (45%
selected the “thrilling” end of the scale
compared with 37% of female
respondents).
Female respondents were more likely
than male respondents to rate
gambling as harmful (65% selected
the “harmful” end of the scale
compared with 51% of male
respondents).
Male respondents were more likely to
rate gambling as visible (42% selected
the “visible” end of the scale compared
with 33% of female respondents).
Male respondents were more likely to
view gambling as normal (36% of
selected the “normal” end of the scale
compared with 26% of female
respondents).
Safety
Fun
Excitement
Benefits
Visibility
Normality
Male respondents were much more likely to have opened a loot box (75% compared
with 38% of female respondents).
Male respondents were more likely to have an opinion on loot boxes either way,
compared with almost three quarters of female respondents who selected I don’t mind
them.
Respondents were asked to rate the similarities between video games and gambling
games.
Male respondents were more likely to
view features as different (50%
selected very/somewhat different)
whilst female respondents typically
viewed features as similar (43%
selected very/somewhat similar).
Male respondents were much more
likely to view advertising of gaming
and gambling as different (49%
selected very/somewhat different
compared with 29% of female
respondents).
Male respondents were more likely to
view the risks of gaming and
gambling as different from each
other (55% selected very/somewhat
different compared with 48% of
female respondents).
Male respondents were much more
likely to view the benefits of gaming
and gambling as different from each
other (59% selected very/somewhat
different compared with 40% of female
respondents).
Features
Advertising
Risks
Benefits
Gaming and gambling
Ethnic group
For the purpose of this comparison, respondents have been grouped into two ethnic groups:
Black, Asian and Minority Ethnic (BAME) groups and White ethnic groups. Responses from
other ethnic groups were low and have therefore been excluded.
BAME White
White respondents were more likely to have a played a video game in the past 12
months (94% compared with 88% of BAME respondents).
Of those who had played a video game, White respondents were much more likely to
play them every day (42% compared with 24% of BAME respondents).
White respondents were slightly more likely to have participated in a gambling activity
in the past 12 months (25% compared with 20% of BAME respondents).
White respondents were much more likely to state that someone close to them
gambled regularly (26% compared with 9% of BAME respondents).
BAME respondents were less likely to have spoken to a friend or family member about
gambling (62% had not compared with 48% of White respondents).
Gaming
Gambling
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
BAME respondents were less likely
than White respondents to rate
gambling as risky (49% selected the
“riskier” end of the scale compared with
59% of White respondents).
White respondents were more likely to
view gambling as fun (35% selected
the “fun” end of the scale compared
with 25% of BAME respondents).
BAME respondents were more likely to
rate gambling as uncommon (24%
selected the “uncommon” end of the
scale compared with 14% of White
respondents).
BAME respondents were less likely
than White respondents to rate
gambling as harmful (46% selected the
“harmful” end of the scale compared
with 60% of White respondents).
White respondents were more likely to
view gambling as normal (33% of
selected the “normal” end of the scale
compared with 22% of BAME
respondents).
BAME respondents were more likely to
rate gambling as visible (45% selected
the “visible” end of the scale compared
with 37% of White respondents).
Safety
Fun
Common
Benefits
Normality
Visibility
4.
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
42
BAME respondents were more likely to
rate gambling as hard to access than
easily available (18% selected the
“hard to access” end of the scale
compared with 10% of White
respondents).
White respondents were more likely to
rate gambling as being about luck
rather than skill (62% selected the
“about luck” end of the scale compared
with 54% of BAME respondents).
White respondents were much more likely to have opened a loot box (63% compared
with 45% of BAME respondents).
White respondents were more likely to have an opinion on loot boxes either way,
compared with around two thirds of BAME respondents who selected I don’t mind them.
Respondents were asked to rate the similarities between video games and gambling
games.
BAME respondents were more likely to
view features as different (49% selected
very/somewhat different compared with
42% of White respondents).
White respondents were much more
likely to view advertising of gaming
and gambling as similar (40% selected
very/somewhat similar compared with
26% of BAME respondents).
White respondents were more likely to
view the risks of gaming and gambling
as similar to each other (33% selected
very/somewhat similar compared with
25% of BAME respondents).
White respondents were more likely to
view the benefits of gaming and
gambling as similar to each other (24%
selected very/somewhat similar
compared with 17% of BAME
respondents).
Features
Advertising
Risks
Benefits
Gaming and Gambling
Luck or skill Availability
Both groups mostly stated that young people should have a say on the laws around
gambling and gambling-like gaming features, with BAME respondents stating this
preference less often (68% selected Yes compared with 87% of White respondents).
Free school meals
Respondents who had qualified were more likely to have participated in a gambling
activity in the past 12 months (29% compared with 22% of respondents who had not
qualified for free school meals).
Respondents who had not qualified were less likely to state that someone close to
them gambled regularly (61% selected No compared with 70% of respondents who had
qualified for free school meals).
Respondents who had qualified for free school meals were more likely to have spoken
to a friend or family member about gambling (54% had compared with 48% of those
who had not qualified for free school meals).
Gaming
Gambling
Respondents were asked if they had ever qualified for free school meals.
There were no notable differences between demographic groups in response to the questions
around gaming habits.
Had Qualified Had Not
Qualified
122
320
44
The following question was asked to respondents who had answered Yes to any of these
previous questions:
Respondents were provided with a series of word pairs associated with gambling and
asked to select a point on a scale between the pairs that they thought was the best
description of the term.
Respondents who had not qualified
were more likely to rate gambling as
risky (59% selected the “riskier” end of
the scale compared with 51% of
respondents who had not qualified for
free school meals).
Respondents who had qualified were
slightly more likely to rate gambling
as common (60% selected the
“common” end of the scale compared
with 55% of respondents who had not
qualified for free school meals).
Respondents who had qualified were
less likely to rate gambling as harmful
(51% selected the “harmful” end of the
scale compared with 59% of
respondents who had not qualified for
free school meals).
Respondents who had qualified were
slightly more likely to view gambling
as fun (38% selected the “fun” end of
the scale compared with 33% of
respondents who had not qualified for
free school meals).
Safety
Common
Benefits
Fun
Have you played a video game in the last 12 months?
Have you taken part in a gambling activity in the last 12 months?
Does anyone close to you gamble regularly?
Respondents who had not qualified
were more likely to rate gambling as
easily available (71% selected the
“easily available” end of the scale
compared with 64% of respondents
who had qualified for free school
meals).
Respondents who had qualified were
slightly more likely to rate gambling as
being about skill rather than luck (21%
selected the “about skill” end of the
scale compared with 16% of
respondents who had not qualified for
free school meals).
Luck or skill Availability
Respondents who had qualified were more likely to like loot boxes (29% selected I like
them a lot compared with 20% of respondents who had not qualified for free school
meals).
Respondents were asked to rate the similarities between video games and gambling
games.
Respondents who had not qualified
were more likely to view features as
different (48% selected very/somewhat
different compared with 42% of
respondents who had qualified for free
school meals).
Respondents who had qualified were
more likely to view the benefits of
gaming and gambling as different to
each other (53% selected very/
somewhat different compared with
46% of respondents who had not
qualified for free school meals).
Features Benefits
Gaming and gambling
Partner
organisations
About the ALLIANCE
The Health and Social Care Alliance Scotland (the ALLIANCE) is the national third sector
intermediary for a range of health and social care organisations. The ALLIANCE has a growing
membership of over 3,000 national and local third sector organisations, associates in the
statutory and private sectors, disabled people, people living with long term conditions and
unpaid carers. Many NHS Boards, Health and Social Care Partnerships, Medical Practices,
Third Sector Interfaces, Libraries and Access Panels are also members.
The ALLIANCE Scotland Reducing Gambling Harm programme hosts the Scottish Lived
Experience Forum for reducing gambling harms. The Scottish Lived Experience Forum
contribute to ongoing work of the programme to ensure the voice of lived experience embeds
policy and action to reduce gambling harm in Scotland.
About Fast Forward
Fast Forward is a national voluntary organisation which enables young people to make
informed choices about their health and well-being. Fast Forward provides a range of national
and regional high-quality health education and prevention interventions and projects that
address a variety of risk-taking behaviours, working directly with young people and those who
support them.
Since 2014, Fast Forward has established itself as the leading organisation in Scotland
promoting gambling education and prevention with and for young people, through its
national programme the Scottish Gambling Education Hub (SGEH). The Hub provides free
training, consultancy and resources to organisations working with children, young people and
families across Scotland, promoting a harm reduction approach, and has a proven track
record for delivering high-quality, high impact gambling education and harm prevention.
About Young Scot
Young Scot is the national youth information and citizenship charity for 11-26 year olds in
Scotland. Young Scot provide young people with information, ideas and opportunities to help
them make informed decisions, supporting them to navigate the challenges they face as they
grow up, particularly at times of transition.
Young Scot keep young people informed using their young.scot website and deliver
information using the digital spaces they spend their time in – Snapchat, Instagram,
Facebook, TikTok and YouTube. Young Scot also translate essential information and content
into Gaelic.
0141 404 0231 info@alliance-scotland.org.uk ALLIANCEScot
alliance.scot
@ALLIANCEScot
The ALLIANCE is supported by a grant from the Scottish Government. The ALLIANCE is a company registered by guarantee.
Registered in Scotland No.307731. Charity number SC037475. VAT No. 397 6230 60.
www.alliance-scotland.org.uk
Health and Social Care Alliance Scotland (the ALLIANCE)
Venlaw Building, 349 Bath Street, Glasgow G2 4AA
alliancescotland alliancescotland ALLIANCE Live
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