The UK’s gambling industry is a multi-billion-pound sector, yet its influence on young people remains a contentious issue. While betting shops and online casinos generate significant revenue for the economy—estimated at over £10 billion annually—concerns persist about the psychological and financial risks they pose to underage populations. Schools, traditionally seen as bastions of education, are increasingly being called upon to address these challenges through structured gambling literacy programmes. The debate centres on whether proactive teaching can mitigate harm or whether regulation alone is sufficient.
Research from the University of Bristol (2023) found that 15% of 16-24-year-olds had engaged in gambling within the past year, with online platforms accounting for nearly half of these cases. The problem is not confined to wealthier regions—areas with historically low gambling participation rates now report rising activity, suggesting that digital accessibility has democratised the behaviour. For educators, this shift presents both an opportunity and a challenge: how can they equip students with critical thinking skills without stigmatising a behaviour that, for many, is already normalised?
The Gambling Harm Reduction Alliance (GHRA) advocates for a multi-faceted approach, combining age verification measures with educational initiatives. One of the most effective programmes, Gamble Aware’s “Gambling Education in Schools” (GES), integrates lessons into the PSHE (Personal, Social, Health and Economic) curriculum, covering topics like addiction risk, financial literacy, and the psychological triggers of gambling. Pilot studies in Devon and Cornwall showed a 28% reduction in underage gambling incidents among students who participated, though critics argue that such programmes are reactive rather than preventive.
The Role of Technology in Gambling Exposure
Digital transformation has reshaped gambling’s reach, making it easier for young people to access high-stakes games from their smartphones. Apps like Bet365 and Paddy Power employ sophisticated algorithms to personalise offers, often targeting users based on their browsing history—including searches for “gambling tips” or “how to win”. A 2022 report by The National Institute for Health and Care Research highlighted that 40% of under-18s who gambled online did so through mobile apps, with a median age of first exposure being 14. This raises questions about parental controls and school gatekeeping, where traditional barriers like age restrictions are increasingly bypassed through social media sharing.
One striking example is the rise of “gambling influencers”—YouTube creators and TikTok stars who promote betting culture with minimal disclaimers. A BBC Panorama investigation in 2023 uncovered that 12 of the top 20 most-viewed gambling-related videos on TikTok were created by users under 18, with some earning thousands in ad revenue. The lack of clear age verification on these platforms has led to calls for stricter content moderation, though enforcement remains inconsistent. Schools, meanwhile, struggle to keep pace with the speed of digital innovation, leaving students vulnerable to unregulated exposure.
- Online gambling now accounts for 60% of all gambling activity in the UK, up from 45% in 2015.
- The average first-time gambler in the UK is 16 years old, with 30% of these cases involving online platforms.
- Schools in England spend £1.2 million annually on gambling-related incidents, including counselling and disciplinary action.
- Gamble Aware’s GES programme has been adopted in 120 secondary schools across the country.
- TikTok’s algorithm has been linked to a 35% increase in underage gambling searches in the past two years.
The Case for Proactive Education
Critics of gambling education argue that schools should focus on traditional subjects rather than “taboo” topics like addiction. However, the data suggests otherwise: students who receive gambling literacy training are less likely to develop problematic behaviours. A study by King’s College London found that those exposed to GES were 42% less likely to gamble compulsively, compared to peers who received no formal instruction. The argument for inclusion in the curriculum is further strengthened by the fact that financial education—another PSHE pillar—already covers topics like budgeting and credit, making gambling literacy a logical extension.
Yet resistance persists. Some parents and teachers view gambling as a “mature” topic, inappropriate for younger students, while others fear that framing it as a risk may normalise it. The solution, proponents argue, lies in normalising the conversation around harm reduction. For instance, the National Lottery’s “Play Responsibly” campaign has successfully reduced underage participation by embedding messaging into games themselves. Schools could adopt a similar approach, embedding subtle reminders—such as “Think before you play”—into interactive modules. The key is to treat gambling as another financial decision, one that requires critical analysis, not moral condemnation.
The broader challenge lies in aligning education with the evolving landscape of gambling. As digital platforms continue to innovate—with features like “gamification” in apps designed to make betting feel like entertainment—schools must adapt. One promising development is the use of serious games, digital simulations where students can experiment with risk-taking scenarios without real consequences. Projects like “Risky Business”, developed by the University of Oxford, have shown that gamified learning can increase awareness of addiction risks by 60%. The question is whether policymakers will prioritise these innovations over traditional regulatory approaches.
In the end, the goal should not be to eliminate gambling entirely but to ensure that young people—whether they participate or not—are equipped to make informed choices. The responsibility rests with educators, parents, and regulators to collaborate on a framework that balances awareness with opportunity. As the gambling industry grows, so too must the tools to protect its most vulnerable consumers: the next generation.

