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Gaming & betting Market ResearchCase 02 of 10Illustrative engagement

Public attitudes to gaming advertising

A gaming regulator

  • RegionUnited Kingdom
  • Scope2,000 adults
  • Timeline4 weeks
  • MarketsUnited Kingdom
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Illustrative engagement. A representative scenario showing how we approach this kind of work in gaming & betting. It does not describe a specific client; outcomes are described qualitatively.

01

Industry overview

What is shaping gaming & betting

Our work in gaming and betting supports regulators, operators and researchers with responsible-gaming, awareness and player-protection studies, under strict ethical rules.

  • Regulation is evolving quickly
  • Player-protection tools need evidence of use
  • Public attitudes inform policy
02

Client background

A gaming regulator, working in United Kingdom. This is an illustrative engagement: a representative scenario showing how we approach this kind of work, not a named client project.

Organisation
A gaming regulator
Sector
Gaming & betting
Team engaged
Market Research
Services
Quantitative research, Consumer panel
03

Client challenge

The regulator was reviewing advertising rules and needed reliable public opinion data.

04

Research objectives

  • Deliver on the brief: public attitudes to gaming advertising.
  • Produce results that can be compared across groups and locations.
  • Give the client evidence it can act on within 4 weeks.
05

Target audience

Scope: 2,000 adults.

Audiences we typically reach in gaming & betting

Adult playersThe general publicRegulatorsOperators' compliance teamsSupport organisations

06

Geographic coverage

Coverage: United Kingdom. Market: United Kingdom.

  • United Kingdom
07

Research methodology

A structured quantitative design, so results could be compared across groups, locations and time.

  1. 1Brief
  2. 2Representative survey
  3. 3Insight

We ran a representative survey with neutral wording on exposure to and views about gaming advertising.

Quantitative researchConsumer panel

08

Sampling strategy

  • Online respondents were drawn from verified panel members who matched the screening criteria, with quotas on key profile attributes.
09

Data collection

adults
2,000
Brief & design Sampling & set-up Fieldwork Analysis Reporting Indicative split of the 4-week timeline.
  • The online survey was mobile-friendly and offered in respondents' languages.
10

Data quality & validation

  • Digital fingerprinting and duplicate checks
  • Attention, speed and straight-lining checks
  • Review of open-ended answers
  • Logic and range checks on the final data
  • Work carried out under our ISO 20252 quality procedures
11

Data analysis

  • Cross-tabulation by key groups and locations
  • Significance testing on the differences that mattered
12

Key findings

  • Concern was highest about advertising seen by young people.
Policy needs representative evidence, not loud voices.
13

Recommendations

  • Build on the core insight: policy needs representative evidence, not loud voices.
  • Focus effort where the evidence was strongest: concern was highest about advertising seen by young people.
  • Re-measure after the changes to confirm the effect.
14

Business impact

  • The findings fed into the regulator's consultation.

What changed in the business as a result of the work. Impact is described qualitatively.

15

Deliverables & next steps

  • Insight report and management presentation
  • Cleaned data file and data tables
  • Repeat the measure after changes are in place to track progress.
  • A natural follow-on question: what are public attitudes?

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