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Guidance on using statistics from the Gambling Survey for Great Britain
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.
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.
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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:
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- 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.
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Play’n GO announces partnership with Austrian state lottery operator Win2Day
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.
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Week 47/2024 slot games releases
Here are this weeks latest slots releases compiled by European Gaming
Introducing Magawa vs Mines, the debut game from Slammer Studios – a fresh new player in the industry. With the launch of this vibrant 7×7 slot, the studio is kicking things off in style. Inspired by the legendary Magawa, a rat whose life-saving landmine detection skills have earned worldwide acclaim, this game pays tribute to this incredible hero. With Magawa vs Mines, players get to honour the courage of an extraordinary rat, reliving his daring missions through high-energy gameplay.
Spinomenal has added Zeus Unchained Hold & Hit to its marvellous Mythology series. Zeus Unchained Hold & Hit presents a grid framework of 5×3 and is set at 25 fixed lines. Once the action is underway, players join Zeus, the ancient Greek god of sky and thunder for a battle on the reels. A powerful soundtrack heightens the anticipation as players look for Wild symbols on screen.
Betsoft Gaming brings players to the heights of Mount Olympus with Coins of Zeus – Hold & WinTM, an engaging video slot with a 3×3 grid and 5 paylines set in a stunning Ancient Greek theme. From immersive visuals to thrilling gameplay features, Coins of Zeus – Hold & WinTM brings mythology to life, delivering divine entertainment and win potential.
BGaming is helping players hunt for ancient treasures in its latest release Catdiana. Boasting two purr-fect bonus games, the gameplay is further enhanced through cat-themed scatters, coveted coins and high-value gem symbols. The 5×3 reel action unfolds deep within a mystical cat temple where Catdiana goes on the prowl, performing as a wild to guide players to hidden treasures and big wins.
Tom Horn Gaming, a leading igaming software supplier, has unveiled its latest game, Wild Snowfakes, just in time for the winter season. A winter-themed slot transports players to a serene snowy wonderland filled with excitement and rewards. This medium-to-high variance game is played across a 5×3 gaming grid, populated with frosty fruit symbols and snowflakes, which act as wilds.
Evoplay, the award-winning game development studio, has revealed its latest immersive slot, Dolce Dreams, offering a sweet twist on the classic Italian café culture, with the experience designed for high engagement and substantial win potential. Set against the backdrop of a charming streetside cafe, Dolce Dreams features stacked Wilds in the form of waffle ice creams, which substitute for other symbols to maximise winning combinations.
Relax Gaming is taking players on an exhilarating snowy adventure with the launch of Winter Champions, a sports-themed slot that propels players through the mountain tops in pursuit of golden victories. At the heart of Winter Champions is the innovative Sliding Respins mechanic, ensuring the reels remain active as long as winning combinations continue to land, adding a layer of non-stop excitement to the gameplay.
Nolimit City is serving up a twisted carnival treat in Munchies. Step into the fair grounds as Nolimit’s latest Labs game released following the release of Outsourced: Slash Game. As a Labs title, expect a fresh and experimental spin on the classic Nolimit style. In the heart of the carnival tents lies a curious attraction: Fluffers—a cute, cuddly, but oh-so-smelly creature that’s causing quite the commotion among visitors. Some may say it’s the attraction of the year!
Thunderkick has unveiled Split Happens, the latest addition to its product portfolio that combines a quirky bowling theme with Walking Wilds and respins to provide a unique and compelling gaming experience. The action takes place across a classic 5×3 grid, where winning combinations can be formed both ways to help unlock 3,000x maximum wins.
Amusnet has released its latest video slot, 10 Bulky Fruits. It is not an ordinary fruit slot but a dazzling, energetic and exciting game. This is a 5-reel, 10-fixed paylines video slot that offers vivid gameplay, epic sound effects and a variety of features. Keep an eye out for the Clover Wild Symbol and its great rewards – it appears on the 2nd, 3rd, and 4th reel. The Star and the Dollar are the shiny Scatter symbols boosting the winnings.
It’s beginning to look a lot like Christmas, and Booming Games are getting in the spirit early with the November arrival of their fresh, festive game, Holly Jolly Bonanza 2. ‘Tis the season for snowy slots, and just like Santa Claus himself, Holly Jolly Bonanza 2 delivers in style. This sparkling sequel is a sure-fire Christmas classic, a 5×6 game with cascading reels, introducing new features to the festive game.
How deep do you dare to descend in Yellow Slotmarine by Twin Win Games – the exciting new slot where cash prizes can be accumulated and collected on any base game spin, but three bomb symbols are always lurking to potentially blow players out of the water. Utilising just three reels and one row of symbols, Yellow Slotmarine introduces a completely new mechanic where every character that lands contributes towards a specific cash pot.
Gaming Corps is proud to announce the release of Wet and Wild Beavers. This charming new slot game also marks the debut of the exciting new A-MAZE-CADES™ mechanic. This playful adventure takes players down to the river, where a team of ingenious beavers plot their daring escape by the riverbank. Follow Red Rocket, Old Blue and Yella Fella as they utilise a series of creative bonus features to escape the dam and get their hands on wins of up to 10,000x the player’s stake.
Explore a prosperous underwater world and harness the power of the formidable Greek God of the Sea Poseidon in Stakelogic’s latest release, Trident of Legends. This enchanting aquatic adventure invites players to tap into the awe-inspiring power of the mythical Poseidon as they embark on a quest for fortune. With Poseidon’s legendary Trident in hand, players can trigger enticing bonuses while playing for wins of up to 10,000x their stake.
Play’n GO invites players to join the Wilde family in Wildest Gambit, a globe-trotting 5×3 slot that combines adventure, mystery, and massive win potential with an x20,000 Multiplier. Wildest Gambit unites the legendary Wilde family – Rich, Cat, and Uncle Gerard – in an epic journey across four unique destinations. From the golden sands of Egypt to the dense jungles of South America, players will experience a dynamic blend of Expanding, Sticky, and Multiplier Wilds.
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