Activity Catalogue

This catalogue is designed to support you to build your own session or lesson plans.

Each activity includes the estimated time required. If you're not sure how to get started, we suggest choosing activities that will cover the most important topics for the people you support, starting with more introductory topics like 'What is gambling?' and moving through to 'How to reduce the risk'.

You can also view our Example Session Plans for ideas.

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Gambling Tree

This activity gives young people the opportunity to explore and discuss the causes, effects and consequences of gambling, with a particular attention to youth gambling. It also provides the option of discussing what could be done to limit the risk factors connected to gambling and to reduce its negative consequences, raising young people’s awareness and developing their problem-solving skills.

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Last One Standing

This activity helps young people develop their understanding of harm reduction and gain better awareness of how they can stay safer if they decide to gamble.

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Ripple Effect

This activity introduces the concept of gambling-related harms, supporting participants in exploring the negative consequences that may be associated with gambling.

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Consequences of Gambling

This activity challenges young people to explore a number of potential negative consequences that gambling could lead to, supporting them in gaining a better awareness of how gambling harms affect people’s health and well-being.

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Gambling Harms Brainstorm

This activity helps to introduce the concept of gambling and gambling harms, providing an opportunity for young people to share and explore their ideas about gambling and the harms it could lead to. Explain

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Picturing Risk

This activity introduces the concept of risk and explores it in relation to gambling, enabling young people to develop a better understanding of various risk-taking behaviours and their consequences.

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Empathy Map

This activity further develops the capacity of young people to put themselves in other people’s shoes and understand the point of view and experience of a young gambler. This also creates an opportunity to discuss some of the factors that might influence a young person’s gambling behaviour.

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Case Studies

This activity introduces real-life case studies of individuals and their relationship to gambling. It encourages participants to consider how risk changes over time, and what aspects of an individual’s life may play a role in their gambling behaviour.

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Gaming Behaviour Ladder

This activity considers the scale of risky gaming behaviour when purchasing in-game items in video/mobile games. It provides the opportunity to discuss the differences in behaviours among gamers and illustrates how spending money on in-game items can be harmful but should be considered on a continuum, not simply placed into categories.

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Gambling Behaviour Ladder

This activity considers the nuance in risk associated with gambling. It gives the opportunity to discuss the differences in behaviours between different forms of gambling and illustrates how gambling behaviour should be considered on a continuum, not simply placed into categories.

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