October 8, 2025

Gambleaware shares the concern as a double game damage figures

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Gambleaware shares the concern because the figures for playing the game double. Person holding a yellow credit card and a smartphone in front of a computer configuration with a keyboard and a colored backlit monitor, suggesting online payment or digital transaction activity.

Gambleaware, the United Kingdom’s main charitable organization on the prevention and treatment of the damage to the game, shared the concern that statistics have doubled over five years.

Statistics come from the annual survey on the treatment and support of the charity, which also aroused the concern of the established game care regulator.

Gambleaware concerned with the increase in figures for damage to the game

The organization works with the National Health Service and the ministers, without any contribution from the game industry, except the donations made to maintain the charitable body. The UK Charity Commission governs it, the supervisor of all the charities recorded in Great Britain.

The annual survey on treatment and support for 2025 is part of a routine report process which examines key measures in the game sector concerning its impact on consumers and their wider social circle.

Yougov, the International Report and Analytics Technology group, has helped Gambleaware publish this key key in the past five years.

Kate Gosschalk, associate director of Yougov, said: “We are happy to share the results of the latest annual survey on treatment and support, an online substantial survey on around 18,000 people in addition to interviews with those who play.”

Key subjects and take -out of the Gambeaware investigation

The key subjects covered include an annual assessment of advertising to the game, different forms of play and those who recently started the game, and the impact that this recreational activity has on their financial, emotional and well-being situation.

The British national lottery is also examined, as is the perception of price prints and charities, in addition to online and traditional physical play stores.

Treatment is also a key objective of the annual survey, Gambleaware is particularly interested in the use and request for processing and support advice to those who play or are assigned by a player close to them.

The survey has shown that 1 adults out of 3 (30%) who play and experience a risk of problems are looking for professional treatment, support or advice, compared to the same metric of 1 in 5 (17%) in 2020.

“If it is encouraging that more people have asked for help, this increase can also indicate an increasing public health crisis. We are more and more alarmed by the normalization of the game and the frequency to which people – especially young people – are exposed to the game through Great Britain, “said Zoë Osmond Obe, CEO of Gambleaware.

As we have pointed out, Gambleaware has launched a new application called Gambleaware Support Tool to help players, mainly young players, find ways to cut or stop.

Alexia Clifford, Director of Communications at Gambleaware, said: “That individuals want to reduce, manage or stay without play, the GambleaWare support tool is here at each stage of your trip.”

Personal impact displayed by the report

There is, the survey says, a leap of 2% of the figures of those who are in someone’s breath department with a game problem. The percentage is equivalent to 4.3 million residents in the United Kingdom and the report has shown that 2 million children may be in a home or personal situation with a person with a game problem.

According to the survey, children are also exposed to more mixed media that promote the game, the investigation stressing that those who participated in more restrictions on game advertising in popular formats with children. 91% of those based supported the ban on playing on television and video games, and 90% agree with the ban on social media.

The golden arcs of McDonald’s were also mentioned by the report, the popular monopoly of McDonald’s being considered an influence on those who could risk damage to the game.

The figures have presented that more than a quarter (27%) of players are estimated at a risk of developing game problems from the influence of price prints, and around 1 in 9 (11%) experience a form of problematic game.

OSMOND added that preventive action is necessary to reverse the trend of upward figures.

The CEO said: “This must include more difficult regulation of advertising on the game to stop the game describes as” harmless pleasure “. There should also be compulsory health warnings on all game advertisements, stricter controls on digital and social marketing, and a full ban on game promotion in stadiums and sports sites to protect children and young people from damage. ”

Star image: Canva

The post Gambleaware shares the concern because the daming figures appeared first on Readwrite.




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