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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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