Connect with us
Prague Gaming & TECH Summit 2025 (25-26 March)
728x90 banner available here

Latest News

Guidance on using statistics from the Gambling Survey for Great Britain

Published

on

Reading Time: 9 minutes

 

The guidance set out here is designed to help anyone who wishes to use data from the Gambling Survey for Great Britain (GSGB) to ensure it is reported correctly, this could include policy makers, academics, the gambling industry, the media, members of the public and any other interested users. It is produced in accordance with the Code of Practice for Statistics, Value 3.4 Clarity and Insight.

We have published this guidance because the official statistics from the GSGB are new and they are collected using a different methodology than previous official statistics. The guidance takes on board the recommendations from Professor Sturgis’s independent review of the GSGB and his analysis of the impact of the change in methodology.

We are aware that official statistics on gambling have previously been used in ways that they were not intended and, in some cases, the data was misused. Therefore it is important that users understand how the new official statistics from the GSGB can be used, what they should not be used for and where some caution should be applied. There are slightly different approaches for statistics relating to gambling participation and the consequences of gambling because of the smaller base sizes and greater margins of error for the statistics relating to the consequences of gambling.

Gambling participation

The GSGB can be used:

  • to look at patterns within the data amongst different demographic groups
  • to assess future trends and changes in gambling participation, measuring changes against the 2024 baseline
  • to compare patterns in gambling participation for England, Scotland and Wales and regionally where sample sizes allow.

The GSGB can be used with some caution (until further work is completed):

  • to provide estimates of gambling participation amongst adults (aged 18 and over) in Great Britain
  • to gross up gambling participation estimates for the whole population.

The GSGB should not be used to provide direct comparisons with results from prior gambling or health surveys.

Consequences of gambling

The GSGB can be used:

  • to look at patterns within the data amongst different demographic groups
  • to assess future trends and changes in consequences of gambling, measuring changes against the 2024 baseline
  • to compare patterns in consequences of gambling for England, Scotland and Wales and regionally where sample sizes allow
  • to describe the range of consequences that someone may experience as a result of someone’s own gambling and as a result of someone else’s gambling.

The GSGB can be used with some caution (until further work is completed):

  • to provide estimates of Problem Gambling Severity Index (PGSI) scores amongst adults (aged 18 and over) in Great Britain
  • to provide estimates of the prevalence of consequences of gambling amongst adults (aged 18 and over) in Great Britain.

The GSGB should not be used:

  • to provide direct comparisons with results from prior gambling or health surveys
  • as a measure of addiction to gambling
  • to calculate an overall rate of gambling-related harm in Great Britain
  • to gross up the prevalence of problem gambling or the consequences of gambling to whole population (until further work is completed).

Comparability with previous surveys

Direct comparisons between the GSGB and previous surveys should not be used to assess trends over time

Due to differences in the way data for the GSGB is collected in comparison to prior gambling or health surveys, the GSGB is not directly comparable with results from previous surveys and direct comparisons should not be used to assess trends over time.

That said, some limited comparisons are useful to assess differences between study methodologies. All surveys are subject to a range of potential biases which may affect results. The GSGB, the prior health surveys and gambling surveys are no different.

The changes that have been made to the GSGB are outlined in the following table and include:

  • collection mode
  • questionnaire content
  • age coverage.
Differences between the GSGB and previous surveys used to collect official statistics related to gambling
Factor Gambling Survey for Great Britain Health Survey for England (HSE) Quarterly Telephone Survey
Collection mode Self completion: Push-to-web survey with paper-based alternative Interviewer led with self completion elements: Face-to-face (gambling questions asked in a self completion module but with interviewer and other household members present) Interviewer led: Telephone
Questionnaire content Gambling Health Gambling
Age coverage Adults aged 18 and over Adults aged 16 and over Adults aged 16 and over
Sample size 10,000 (Year 1)
20,000 (Year 2 onwards)
7,100 (HSE 2018) 4,000 per annum
Response rate 19% (Year 1) 59% (HSE 2018)
36% (HSE 2022)
Data currently unavailable
Geographic breakdown England, Wales and Scotland England England, Wales and Scotland

The annual GSGB report will be published 25 July 2024 and will represent the first year of a new baseline, against which future annual data from the GSGB can be compared. Smaller and more frequent publications will be available on a quarterly basis based on the data collected in the previous wave only. These ‘wave specific’ publications can be used to compare wave on wave trends throughout the year.

Impact of new methodology

There is a risk that the GSGB may overstate some gambling behaviours and therefore estimates should be used with some caution.

Further investigation of the possible reasons for this is needed to better quantify the scale and direction of impact upon the GSGB estimates and until this is completed, the statistics relating to the prevalence of problem gambling or the consequences of gambling should not be grossed up to whole population.

Whilst the move to a push-to-web survey was endorsed by Professor Patrick Sturgis in his independent review of the GSGB methodological approach and will enable to better detection and understanding of patterns and trends in gambling behaviour, he also urges due caution with the new statistics, “being mindful of the fact that there is a non-negligible risk that they substantially over state the true level of gambling and gambling harm in the population”.

There are several potential reasons for this increase in PGSI estimates as outlined by Sturgis in his review. This may relate to the lower response rates that the push-to-web design achieves. People who gamble, and those who gamble more heavily, may be more likely to complete the GSGB than those who do not gamble. As PSGI scores are higher for those with more gambling engagement, a lower response rate, potentially over representing those who gamble, would serve to increase reported PGSI scores.

Alternatively, prior surveys may have under-estimated PGSI scores and/or underestimated online gambling behaviours as a result of socially desirable responding. Sturgis noted that “there [were] good grounds to suggest the presence of an interviewer (as used by the [British Gambling Prevalence Survey (BGPS)] BGPS and [Health Survey] HS series) induces a downward bias on estimates of the prevalence of gambling harm”.

It may also be that PGSI scores have actually increased in the population over time. Online gambling is strongly associated with elevated PGSI scores and gross gambling yield from online gambling has increased substantially since 2018. These changes in the gambling market could affect the PSGI scores estimated in the survey. All these things could be true, either alone or in combination.

In summary, as Sturgis notes, the two studies which have investigated possible factors for these changes in estimates were unable to come to a definitive estimate about the magnitude of the errors, and therefore uncertainty remains around which estimates (the GSGB or prior studies) are closer to the truth. Further investigation of the possible reasons for this is needed to better quantify the scale and direction of impact upon the GSGB estimates and until this is completed, the statistics relating to the prevalence of problem gambling or the consequences of gambling should not be grossed up to whole population.

Be careful reporting base numbers

Correctly reference whether statistics are based on all participants, or whether they are a subset of all participants such as people who have gambled in the last 12 months or participants who completed the online version of the survey.

The GSGB asks a range of questions some of which are applicable to all participants and some which are only applicable to people who have gambled.

Care should be taken when reporting statistics, particularly those relating to the PGSI to make sure you are correctly stating if the results are based on the views of all participants, or if they are based on people who have gambled. This is an area where we have previously seen misreporting.

This distinction is important as the first group includes people who have not gambled on any activity in the past year whereas the second group is based only on people who have gambled in the 12 months. In the report we have also included a third group which excludes people who have only taken part in lottery draws. This is because lotteries are so much more popular than any other form of gambling, so it can mask patterns of what’s going on with other types of gambling. For this reason, in the report we sometimes present findings excluding the people who have only taken part in a lottery draw and not taken part in any other type of gambling.

Through our stakeholder engagement we know that stakeholders are interested in multiple ways of presenting the data, for example at a population level including people who do not gamble and based on people who have gambled.

It is also worth noting that new questions in the GSGB about the wider consequences of gambling are all presented as a proportion of participants who have gambled in the past 12 months or as a proportion of participants who know someone close to them who gambles, so should be reported in this way. This is an example of how you should report the data:

“Of those who know someone close to them who gambles, x percent had experienced relationship breakdown because of someone else’s gambling.”

To ensure we can include all of the relevant content within the GSGB, core questions are asked on both the online and paper version of the survey whereas some topical or modular questions are only asked on the online version of the survey. The Commission will clearly label any statistics which are based on online responses only, and users should do the same.

Survey estimates

All surveys produce estimates rather than precise figures, users should be aware of confidence intervals.

The GSGB, in common with other surveys, collects information from a sample of the population. Consequently, statistics based on the survey are estimates, rather than precise figures, and are subject to a margin of error, also known as a 95 percent confidence interval. It would be expected that the true value of the statistic in the population would be within the range given by the 95 percent confidence interval in 95 cases out of 100. Confidence intervals are affected by the size of the sample on which the estimate is based. Generally, the larger the sample, the smaller the confidence interval, which results in a more precise estimate.

Confidence intervals should be taken into consideration by users, this is particularly true for PGSI estimates where base sizes can be small. We have provided confidence intervals for PGSI estimates within the data tables. Where differences are commented on in the annual report, these reflect the same degree of certainty that these differences are real, and not just within the margins of sampling error. These differences can be described as statistically significant.

Annual versus wave specific data

In a typical year there will be four wave specific publications from the GSGB plus an annual publication. Where possible, the annual data should be used as the priority with wave specific data being used when you want to look at patterns of gambling participation within a year, or where modular questions have only been asked in certain waves.

The GSGB collects data continuously throughout the year. Survey data will be available:

  • on a quarterly basis via wave specific publications
  • annually where data for the calendar year will be combined to provide a more detailed breakdown.

Annual datasets will be published to UK Data Service (opens new tab).

We recommend using annual data as the default as this will be based on a large sample size (10,000 in Year 1 and 20,000 from Year 2 onwards) and will allow for more analysis at sub population level. This is also how we will track trends over time. Annual publications will include findings on the consequences of gambling.

Wave specific data should be used if you need data for a specific time period, and to track trends or patterns within a calendar year. These publications will focus predominately on participation in gambling in that time period.

Language

Use a person centric approach when reporting statistics about gambling.

Do not stigmatise or victimise those people experiencing adverse consequences from gambling.

Do not describe PGSI as a measure of gambling addiction.

The language we use matters. People who gamble are defined by more than their actions when they gamble. That is why we recommend a “person-centric” or “person first” approach. Whilst taking this new approach may use more words, it is important in lowering stigma and barriers to people seeking help for gambling addiction.

For example, instead of writing “x percent of gamblers…”, you can write “x percent of people who gamble…”.

The Problem Gambling Severity Index (PGSI) consists of nine questions which measure both behavioural symptoms of gambling disorder and certain adverse consequences from gambling. The PGSI should not be confused with a measure of gambling addiction. More information on how the PGSI is measured can be found here.

Wider evidence base

The GSGB is one source of data in the Commission’s wider evidence base.

The Gambling Commission uses a range of data, research and insights to inform the decisions that we make and provide advice to the Government about gambling behaviour and the gambling market. To be the most effective regulator possible, we require a robust evidence base. The GSGB forms one source of evidence for our evidence base and should be considered alongside a wealth of other evidence and information which we use to fill our evidence gaps and priorities 2023 to 2026.

If statistics are used incorrectly

We encourage people to use our statistics to support understanding of important issues related to gambling.

We expect that anyone using our official statistics should present the data accurately and in accordance with the guidelines presented here. This includes ensuring that the data is not taken out of context, manipulated, or presented in a way that could materially mislead others.

The post Guidance on using statistics from the Gambling Survey for Great Britain appeared first on European Gaming Industry News.

George Miller (Gyorgy Molnar) started his career in content marketing and has started working as an Editor/Content Manager for our company in 2016. George has acquired many experiences when it comes to interviews and newsworthy content becoming Head of Content in 2017. He is responsible for the news being shared on multiple websites that are part of the European Gaming Media Network.

Continue Reading
Advertisement
Prague Gaming & TECH Summit 2025 (25-26 March)
Click to comment

You must be logged in to post a comment Login

Leave a Reply

Latest News

TEAM VITALITY UNVEILS A SPECIAL EDITION JERSEY AND NEW CAMPAIGN FOR PERFECT WORLD SHANGHAI MAJOR 2024

Published

on

Reading Time: 4 minutes

 

  • Leading global esports organization Team Vitality heads to China for the Perfect World Shanghai Major 2024, fueled by the ambition to reclaim their place at the top as the world’s best CS2 team.
  • The team will proudly debut the club’s Shanghai Major Limited Edition White Fan Jersey from the Qualification Stage (RMR) onward. Designed in collaboration with Paris-based contemporary artist Nairone, this special edition jersey pays tribute to Counter-Strike and Team Vitality’s dedicated Chinese fanbase.
  • For the occasion, Team Vitality is proud to present a new campaign titled “The Year of Vitality”.

Global esports leader Team Vitality proudly announces its participation in the Perfect World Shanghai Major 2024. As one of the most competitive teams in the international esports circuit, Team Vitality is set to make a powerful impact in Shanghai in what promises to be a thrilling tournament.

With anticipation building for this pivotal event in a country full of dedicated Counter-Strike fans, the club will be unveiling a new campaign on its Chinese social media accounts named “The Year of Vitality” This tribute to Chinese culture also underscores the team’s determination to secure a back-to-back victory, solidifying its global dominance.

ALL EYES ON THE TROPHY

Team Vitality’s CS2 roster has consistently delivered strong performances over the past two years, capped by their recent win at Intel Extreme Masters (IEM) Cologne 2024. Having claimed the World Champion title at the BLAST Premier World Finals in 2023 and secured an iconic victory at the BLAST.TV Paris Major, the team has firmly established itself as one of the most dominant forces in competitive CS2. After a conclusive 3-0 qualification at the RMR in Shanghai, Team Vitality is set to reinforce its status on the world stage.

Team Vitality’s dedication to competitive excellence since entering the scene in 2018 has been instrumental in shaping the modern Counter-Strike era. With legends like ZywOo, crowned HLTV’s best player in 2019, 2020, and 2023, and apEx, a seasoned pro with over a decade in the game, the team has set new industry standards in skill, dedication, and leadership. Building on this momentum, Team Vitality is poised to leave a lasting legacy in esports and proudly represent France in Shanghai.

We are thrilled to compete at the Shanghai Major and showcase the team’s hard work against the best teams globally,” says Fabien ‘Neo’ Devide, Chairman and Co-founder of Team Vitality. Growing our global presence and supporting both players and our worldwide community remains a top priority. We’re especially excited for zywOo to deliver a stellar performance in front of our Chinese fans. I am incredibly proud of the team and can’t wait to see them on the big stage with our fans in China!

GEARED UP FOR VICTORY WITH SHANGHAI EDITION OF THE ALTERNATE JERSEY

Team Vitality players will debut a special edition of their newly released Alternate Jersey on the stage, created exclusively for the Shanghai Major. This limited edition features a prominent “V” on the back, with design elements that pay homage to Counter-Strike, Shanghai, and the wider Chinese fanbase. The club released the exclusive jersey in a dedicated video that includes Chinese references, graphics and design.

Crafted in collaboration with Paris-based contemporary artist Nairone, known for his striking black-and-white contrast style, the jersey blends modern streetwear aesthetics with esports flair, making it a standout choice for both fans and players. Team Vitality’s PERFECT video showcases how the 2024 Alternate Jersey can be styled, featuring star players and brand ambassadors, underscoring its unique place in both the fashion and esports worlds.

Available for purchase only online, this special version of the alternate jersey is limited to 150 pieces and costs 89,99€.

TEAM VITALITY UNVEILS ITS NEW CAMPAIGN “THE YEAR OF VITALITY”

Team Vitality is excited to launch “The Year of Vitality,” a campaign celebrating Chinese culture and dedicated to Counter-Strike fans across China. This initiative reflects the team’s relentless pursuit of back-to-back victories on the world stage.

As China hosts this year’s Major, Team Vitality has chosen the dragon—a powerful symbol of ambition and determination—as the emblem of its campaign, representing the team’s commitment to overcoming challenges and dominating the competition. Each campaign visual draws inspiration from Chinese iconography, bringing the Counter-Strike team into this vibrant, culturally rich world.

In a tribute to Chinese tradition, the campaign combines gold and red to signify not only the country’s national colors but also the passion, energy, and unyielding drive to win. The design aims to honor Chinese fans’ enthusiasm and capture their hearts as Team Vitality battles to bring home another title.

Join us online to get behind-the-scenes content, exclusive updates, and the chance to celebrate each milestone with the team as they strive to secure their place at the top!

 

The post TEAM VITALITY UNVEILS A SPECIAL EDITION JERSEY AND NEW CAMPAIGN FOR PERFECT WORLD SHANGHAI MAJOR 2024 appeared first on European Gaming Industry News.

Continue Reading

Latest News

Saroca Unveils the Transformational Leadership Program for 2025

Published

on

Reading Time: 2 minutes

Saroca Reimagines Leadership Development for the Gaming Industry

Saroca, a leader in professional development for the gaming industry, is proud to announce its Transformational Leadership Program, launching February 2025. Building on the success of the 2024 LeadHERship Program—a pioneering initiative for women in gaming—the new program expands its reach with two distinct cohorts: one exclusively for women and another open to all genders.

The Legacy of LeadHERship

The 2024 LeadHERship Program achieved an exceptional Net Promoter Score (NPS) of 90, with participants citing transformative growth. With participants like Clemence Dujardin citing it as a “game-changer”. Confidence in leadership abilities rose by 46%, resilience increased by 27%, and imposter syndrome diminished by 39%.

Participants praised the program’s focus on emotional resilience, feedback mastery, executive presence and communication all in a supportive community.

Leadership Development: A Game-Changer for Gaming

In a rapidly evolving and diversifying industry, strong leadership is essential. Saroca’s programs go beyond skill-building to foster resilience, trust, and inclusivity—key traits for thriving in the global gaming market.

“We believe leadership is not about hierarchy—it’s about transformation,” said Emily Leeb, CEO of Saroca. “The Transformational Leadership Program reflects our commitment to cultivating leaders who will shape the future of gaming.”

Transformational Leadership Program Highlights

The program builds on the proven curriculum of its predecessor, featuring:

  • Two Cohorts: A women-only cohort and a new all-gender cohort to enrich perspectives.
  • Eight Modules: Covering topics such as emotional intelligence, self-advocacy, and radical candor.
  • Community and Growth Tracking: Strengthening connections and measuring individual progress.

Registration Now Open

The Transformational Leadership Program begins in February 2025, with limited spots available. Scholarships are also offered to ensure accessibility. For more information, visit Saroca’s website or contact [email protected].

About Saroca

Saroca is a leader in leadership development for the gaming industry, committed to empowering professionals through inclusive, high-impact programs that drive personal and professional growth.

The post Saroca Unveils the Transformational Leadership Program for 2025 appeared first on European Gaming Industry News.

Continue Reading

Latest News

Play’n GO announces partnership with Austrian state lottery operator Win2Day

Published

on

Reading Time: < 1 minute

Play’n GO, the world’s leading casino entertainment provider, has today announced a partnership with Austrian state lottery operator Win2Day.  

This partnership sees legendary titles from the Swedish-founded gaming giant, such as Reactoonz, Rise of Olympus, and Rich Wilde and the Tome of Madness live on Win2Day’s platform for players to enjoy.  

As of November 2024, Play’n GO offers a portfolio of over 350 premium titles in over 30 jurisdictions worldwide.  

Tove Aldefors, Head of Regional Sales Central and Western Europe at Play’n GO, said “It’s exciting to launch our games with the Austrian state lottery, and Win2Day are the perfect partner for our brand. They share our beliefs about a regulated, sustainable, player entertainment-led industry. We’re looking forward to many years of success working together.” 

Georg Wawer, Managing Director win2day, added “We are the only licensed operator in Austria. Therefore our objective is to provide all major igaming operators on our platform. Play’n GO is one of the international powerhouses and therefore we are delighted to be able to offer their content on our platform. We view Play’n GO as a competent and responsible partner for win2day and we’re confident this partnership will prove fruitful.” 

The post Play’n GO announces partnership with Austrian state lottery operator Win2Day appeared first on European Gaming Industry News.

Continue Reading

Trending

EEGaming.org is part of HIPTHER, parent brand of various prominent news outlets and international conferences. These platforms and events span a wide range of industries, including Entertainment, Technology, Gaming and Gambling, Blockchain, Artificial Intelligence, Fintech, Quantum Technology, Legal Cannabis, Health and Lifestyle, VR/AR, eSports, and several others. This indicates that EEGaming.org is part of a larger network that focuses on a diverse array of sectors, particularly those related to cutting-edge technology and modern lifestyle trends.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2024 HIPTHER Agency. All Rights Reserved. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania

We are constantly showing banners about important news regarding events and product launches. Please turn AdBlock off in order to see these areas.