Young Australians walk around with a casino in their pocket – better policy can help them cope

Advertising on social media is playing a big role in encouraging young people to gamble, and many are introduced to it before turning 18. Potential policy responses could include education campaigns and video game reclassifications.

Read time: 6 mins

Based on Young Adults Gambling Online in the ACT, published February 2024.

Key takeaways

1

Young people are encountering gambling through traditional online sports betting, through advertising on social media, and influencers who livestream themselves gambling.

2

They see video game betting and sports betting as a social activity.

3

Better education on gambling and video games for parents and young people, self-help tools, early warning systems, and harm prevention programs should be guided by a comprehensive public health strategy.

A new ANU study asked 38 young people between the ages of 18 and 25 about their online gambling habits.

It found that sports betting and engaging with gambling features such as loot boxes in video games are the most popular forms of online gambling, with many introduced to it before the age of 18.

Researchers heard different factors driving young people towards gambling.

Most young people say they find the gambling features annoying. But many games won’t let the player progress without engaging with these randomised features that essentially behave like poker machines, and many of them require real currency.

They found it easy to link a parent or carer’s credit card, or use a gift voucher, if a payment was required.

Another factor was that young people were being exposed to advertising on social media platforms and through influencers who livestream themselves gambling while playing.

And for some, gaming is inherently a social activity. Young people are typically playing video games on their home computers and interacting with friends on social platforms while they play.

The findings also point to patterns of gambling harm experienced by young people that look different to adults in the general population. Financial consequences weren’t seen as being as detrimental as neglecting social relationships, study or work as a direct consequence of gambling. Identification of gambling harm requires different focus when it comes to young people and children.

These findings could guide policymakers in developing new online support platforms, self-help tools, identification of early signs of gambling harm related to online gambling, and other programs relating to prevention of harm in young people.

A comprehensive public health approach could include:

  • Campaigns and/or education programs about gambling features in videogames for primary schools onwards
  • Campaigns and/or education programs about gambling advertising online, particularly around social media, game streaming and ‘influencers’ for primary schools onwards
  • Student-led initiatives to address gambling harm in high schools
  • Co-designed and accessible online resources for children and young people including but not limited to online help platforms, self-help tools, identification of early signs of gambling harm in self and others
  • Co-designed harm minimisation measures relating to gambling motives, attitudes and expectations of young people, particularly relating to financial expectations from gambling
  • Evidence-based guidelines around time and expenditure limits relating to online gambling including gambling features on videogames
  • Evidence-based guidance, training and resources for parents and service providers including all of the above
  • Resources for sports clubs (and other relevant youth serving organisations) to develop a comprehensive public health approach to gambling harm.

The study also highlighted regulatory action that could address gaps in the current regulatory frameworks, including:

  • A review of the current video game classification framework
  • Age limits for videogames with loot boxes and gacha, including those available without real money
  • Tightened age verification protocols for videogames
  • Monitoring of third-party sites attached to video games enabling skin betting, and
  • Review of the regulatory framework for online gambling advertising, specifically targeting social media .

"Financial consequences weren't seen as being as detrimental as neglecting social relationships, study or work ... Identification of gambling harm requires different focus when it comes to young people and children."

Conclusion
Helping young people navigate the online environment at a delicate age when risk-seeking behaviours peak, while they’re being targeted by the gambling industry, is a significant policymaking challenge. ANU evidence suggests the need to urgently improve regulation, policy and public health strategies to prevent gambling harm.

Based on the work of ANU experts

ANU Centre for Social Policy Research