Murray, Monique and Pitt, Hannah and McCarthy, Simone and Arnot, Grace and Constandt, Bram and De Jans, Steffi and Thomas, Samantha (2026) A narrative review of qualitative studies exploring the normalization of gambling for youth and younger adults. Health Promotion International, 41, (5), https://doi.org/10.1093/heapro/daag114.
External website: https://academic.oup.com/heapro/article/41/5/daag1...
Gambling is a highly visible and socially embedded activity among young people, with marketing, social practices, and digital platforms shaping perceptions and behaviours. This article presents a narrative review of qualitative studies (2015-25) exploring how gambling is normalized among youth and younger adults (up to 35 years), and how they perceive and respond to these processes. Four themes were constructed from n = 22 articles using a reflexive approach to thematic analysis. First, gambling was socially constructed as a normative activity through early family exposure and peer group practices, where participation could both encourage and discourage engagement. Second, exposure to gambling advertising, particularly through sport, was a pervasive driver of normalization, framing gambling as entertaining, glamorous, and overwhelmingly positive. Third, digital access via smartphones, apps, and online platforms further embedded gambling into daily life, enabling engagement in previously restricted spaces and facilitating peer-to-peer participation. Finally, youth and younger adults articulated strategies to counter the normalization of gambling, emphasizing structural and regulatory approaches, including stricter controls on advertising, counter-marketing campaigns, education, and youth participation in policy development. Policy action is needed to tackle the influence of a range of determinants of gambling normalization, with a particular focus on how commercial drivers and political responses impact youth and younger adults in specific sociocultural settings and contexts.
F Concepts in psychology > Process / behavioural disorder (addiction) > Process disorder industry or business
MP-MR Policy, planning, economics, work and social services > Policy
MP-MR Policy, planning, economics, work and social services > Marketing and public relations (advertising)
N Communication, information and education > Communication > Online communication / social media > Internet / online
N Communication, information and education > Digital technology
T Demographic characteristics > Adolescent / youth (teenager / young person)
T Demographic characteristics > Young adult
VA Geographic area > Europe > Ireland
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