Young people are being exposed to gambling and gaming-related harm earlier and more often, particularly through phones, apps, and social media.
The term 'gamblification' has been coined to describe how gambling-like features are embedded within online games. Many online games blur the line between gambling and recreation, through pay-to-win features, loot boxes, skins trading, or real-money rewards. Gamblification is now common in online games and other digital platforms.
Research shows that gambling is one of the first risky behaviours young people try. The 2023–24 New Zealand Gambling Survey found nearly half (45.3%) of 16 to 24-year-olds had gambled in the past year. Yet this kind of harm often goes unnoticed by schools, whānau, and health services.
To support schools in addressing this, we’ve created new resources and refreshed several existing ones to include gaming and gambling content. These resources were developed in partnership with PGF Services.
The resources include:
- Classroom ready curriculum resources.
- Professional development including an e-learning unit for school staff.
- A range of tools to help schools include gaming and gambling in wellbeing planning.
Who these resources are for
These resources are designed for a wide range of school staff, including teachers, heads of department, pastoral care staff, school leaders, and school boards.