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New GambleAware-commissioned research warns of high risks from gaming machines, online casino games and loot boxes

22nd January 2025 Press release Understanding gambling harms

New research reveals risks of harm people face from different types of gambling

  • New research commissioned by GambleAware shows risks of harm associated with different types of gambling, as charity expresses concern Gambling White Paper measures don’t go far enough to protect people.
  • Report found that those using land-based electronic gaming machines are ten times more likely than average to be experiencing more severe harm,1 while those using online casino games are four times more likely to do so.
  • Fifty percent of people who use loot boxes in computer games are at any level of risk of gambling harm,2 demonstrating a clear link between gambling harms and loot boxes.
  • The estimated total number of people experiencing ‘problem gambling’ by gambling product was highest for the National Lottery and scratch cards.
  • The report also finds that the level of ‘problem gambling’ increases in line with the number of gambling activities people participate in.

GambleAware, the leading charity and commissioner of gambling harms prevention and treatment services in Great Britain, has today published a new report looking at which types of gambling pose the highest risks of harm.

GambleAware commissioned Bournemouth University to conduct research exploring the relative risks of harm associated with different types of gambling including land-based electronic gaming machines, online casino games, loot boxes, and the National Lottery draw. 

The research found that land-based electronic gaming machines3 in bookmakers and casinos and online casino games, which both offer the possibility of quick rewards and a fast pace of play, were associated with the highest level of risk.  Usage of electronic gaming machines was the biggest predictor of someone going on to experience future gambling harms and those using land-based electronic gaming machines were found to be over 10 times more likely than average to be experiencing ‘problem gambling’ while those using online casino games were four times more likely than average to experience harm.

The report calls for more restrictions on the availability and design of electronic gaming machines, including reducing the number of machines in venues, lowering stakes, and implementing mandatory breaks . More restrictions are also called for on online casino games, to focus on responsible design, as well as for gambling operators to continue to develop and enhance systems to provide personalised support for online customers displaying signs of risk indicators such as spending large amounts of time or money.

The research also looked at other products which are often not viewed as traditional gambling including loot boxes and the National Lottery. 

Loot boxes, which often feature in games aimed at children, can blur the lines between gaming and gambling, and were also found to carry risks. The research discovered that fifty percent of people who use loot boxes in computer games are at any level of risk. Those who used loot boxes exhibited a high likelihood of experiencing ‘problem gambling’, as using them inherently increases the risk due to their accessibility, immersive nature, and the blending of gaming and gambling environments. The report recommends that the effects of gambling-like elements in video games, such as loot boxes, should be investigated and more should be done to restrict their use among young people aged under 18.

The research also showed the National Lottery draw has a high reach into communities experiencing gambling harms. An estimated 600,000 people experiencing ‘problem gambling’ were found to be using the National Lottery draw, while 500,000 people experiencing ‘problem gambling’ use scratch cards4. The report recommends that the National Lottery should signpost people to support services such as GambleAware, to help any lottery players who may be experiencing gambling harms.

The number of different types of gambling people take part in was also found to have a major impact on the risk of gambling harm. The report showed that the level of ‘problem gambling’ increases in line with the number of types of gambling activities people participate in, and increases more after two activities. Therefore the report also calls for gambling operators to create shared databases to identify people doing several different types of gambling who are at an increased risk of gambling harms.

Zoë Osmond, CEO of GambleAware, said: “No form of gambling is completely without risk. However this new research shows that there are some particular types of gambling which can lead to an increased chance of experiencing gambling harm, which can have a corrosive effect on people’s lives, finances, careers and relationships. 

“The research also brings into question some of the measures outlined in the Gambling White Paper such as relaxations in land-based gambling , which could lead to an increase in electronic gaming machines in venues, and having different online slot stake limits for those aged over 25 – we believe people over 25 should have the same lower limits as those who are younger. The report suggests the measures do not go far enough to protect people. This is why we are calling for the recommendations in this report to be adopted as they will help ensure that people can be better protected.”

Dr Ruijie Wang, from Bournemouth University, said: “This research was designed to explore the risks of harm from different types of gambling in the context of regulatory changes that were proposed within the UK government’s Gambling White Paper. The results highlight the need for more stringent gambling regulation, particularly in online slots and land-based electronic gaming machines due to their high risk of harm to young adults. More regulation is also needed to limit gambling-like practices in video gaming, such as loot boxes, to individuals aged over 18 years as the interaction between video gaming and gambling should not be ignored.”

Matt Zarb-Cousins, who has lived experience of gambling harm and founded the blocking software GamBan5 said: “I know from my own experience how addictive electronic gaming machines like fixed odds betting terminals (FOBTs) can be. The high stakes and addictive roulette content on the FOBTs were the factors that led to me experiencing gambling harm and led to me facing suicide ideation. More restrictions on stakes, speed of play and game content need to be put on electronic gaming machines and online casino gambling to protect people and keep them from going through the same experience I suffered.”

Anyone concerned about how gambling makes them feel can search GambleAware for advice, tools and support, or call the National Gambling Helpline on 0808 8020 133

ENDS


Notes to editors


1. Defined by a score of 8+ on the Problem Gambling Severity Index. For more information about the PGSI scale, please refer to the following: www.gamblingcommission.gov.uk/statistics-and-research/publication/problem-gambling-screens

2. Defined by a score of 1+ on the Problem Gambling Severity Index.

3. Electronic gaming machines are a reel-based type of gambling found at in-person venues. They can include things such as slot machines, fruit machines, and poker machines, and fixed odds betting terminals. This applies to category B1, B3 and C gaming machines (with B3 the most profitable for industry). For more information on the categories of gaming machines, please see here www.gamblingcommission.gov.uk/licensees-and-businesses/guide/gaming-machine-categories 

The secondary analysis data was based on the code “Gaming machines in bookmakers”, which is most likely to indicate B3 and C machines.

4. These figures are from GambleAware’s Annual Treatment & Support Survey, conducted by YouGov. Official statistics on gambling participation and harm are produced by the Gambling Commission in the form of the Gambling Survey for Great Britain. The prevalence of “problem gambling” is known to vary across surveys due to differences in survey methodology, with previous research showing that online surveys tend to overestimate gambling participation, whilst face-to-face surveys may under-estimate it.

5. Matt Zarb-Cousin is a co-founder of Gamban, director of Clean Up Gambling and senior government affairs advisor to YieldSec. As spokesperson for the Campaign for Fairer Gambling (CFG), he lobbied successfully for a reduction in the maximum stake on Fixed Odds Betting Terminals from £100 to £2 a spin. CFG has recently relaunched with a focus on policy reform in the US.

About GambleAware  

GambleAware is the leading independent charity and strategic commissioner of gambling harm education, prevention, early intervention, and treatment across Great Britain (Charity No. England & Wales 1093910, Scotland SC049433).    

GambleAware commissions the National Gambling Support Network (NGSN), a group of organisations across Great Britain which provides free, confidential treatment, as well as the National Gambling Helpline which takes around 52,000 calls and online chats a year. Our prevention programmes are major behaviour change campaigns, education and training programmes, and our website offers support advice and tools for those experiencing gambling harm.

As an independent charity, GambleAware has a robust system of governance processes in place, is accountable to the Charity Commission, and works to hold the gambling industry to account. The gambling industry has no input, no ability to influence any of our outputs nor authority over any of our activities.

Gambling harms can affect anyone, and not just those who gamble, but also their families and communities. These harms particularly affect communities that already face inequality. 

Read the full report
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