UK Gambling Commission reports 74% of 11–17-year-olds have never gambled
Regulation2 min read
The UK Gambling Commission published its 2026 survey of 3,867 young people aged 11–17 in England, Scotland and Wales. It found 74% had never gambled, up significantly from 69.6% the previous year. While 26% had spent their own money on gambling in the past 12 months, 5% had spent money on age-restricted products.
The UKGC's 2026 survey found that 74% of 11 to 17-year-olds had never gambled, a statistically significant increase from 69.6% a year earlier. The annual survey covered 3,867 pupils at state schools, academies and independent schools in England, Scotland and Wales.
Some 26% of respondents said they had spent their own money on gambling in the previous 12 months, mostly on legal activities or products without age restrictions. Five per cent said they had spent money on age-restricted gambling products. The proportion reporting negative consequences, such as missing school, lying to friends or family or gambling with lunch money, was 0.9%, compared with 1.2% a year earlier, a change that was not statistically significant.
Among activities that are legal for young people or have no age restrictions, 19% of respondents reported using arcade machines such as penny pushers or claw machines. Eleven per cent reported betting money with friends or family, and 5% reported playing cards with them for money.
The proportion who had experienced gambling in the previous 12 months fell from 50% in 2022 to 45% in 2026. The proportion using their own money to gamble fell from 31% to 26% over the same period.
Gambling operators must put safeguards in place to keep minors away from age-restricted products, including betting in shops and online casinos. The Gambling Commission's research and statistics director, Ben Haden, said the regulator aims to stop children and young people spending money on age-restricted gambling products while considering the broader context.
The survey examined exposure to gambling advertising, including on social media, and the relationship between gambling and video games. Pupils completed the online questionnaires independently during school lessons. The results are estimates based on self-reported experiences and behaviour, rather than independently verified measures of activity.