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Content tagged with
'Gambling behaviour and industry'


Advertising, brand, and secondary data research roster / preferred suppliers list: Expression of Interest

GambleAware has released an Expression of Interest to appoint a roster of research agencies and organisations to work with who cover research needs around advertising, brand and secondary data analysis over the next two years. The core workstreams are primary research commissions where agencies will be responsible for data collection/fieldwork, although there are also numerous secondary research needs.

Building Knowledge of Women’s Lived Experience of Gambling and Gambling Harms across Great Britain

GambleAware has awarded a £250,000 grant to build knowledge about the drivers of gambling participation and of gambling harms experienced by women, and to understand the differences among sub-groups of women. The knowledge accrued from this research will be used to inform GambleAware’s commissioning practices.

Online gambling data: initial analysis

This ambitious research project examining online gambling behaviour aims to better understand how gamblers’ patterns of play vary across different environments and activities. Player level data will be gathered from many of the largest online gambling firms and collated into one unified dataset, so that ‘big data’ analysis can be undertaken to identify indicators of potentially harmful behaviour.

The impact of message framing on problem recognition amongst problem and at-risk gamblers

This piece of research will explore the impact of the phrasing and positioning of messages designed to encourage safer gambling, in order to support the development of future public health campaigns in this area.

This project aims to address important questions related to the way in which “safe” or “responsible” gambling is promoted, with a particular focus on the way that “problem gambling” is framed, as well as the way in which gambling or betting identities are made central to a campaign.

The Future of Gambling

This project focusses on online computer gaming. It builds knowledge and understanding of the harms which may exist within chance-based elements within gaming. It focuses on ‘loot boxes’ in computer games that people pay to access, with the contents of the box (virtual game upgrades) dictated by chance.


Can behavioural insights be used to reduce risky play in online environments?
Behavioural Insights Team

The rise of online gambling sites means that placing a bet is only a few keystrokes away. For those that are negatively affected by gambling, increased accessibility poses a risk of financial, social or health-related harm. As such, the Behavioural Insights Team (BIT) was commissioned by GambleAware to conduct the third phase of its remote gambling research programme, which aims to support operators in reducing reduce problem gambling.

Case studies