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Written Question
Mental Health Services: Stockport
Monday 13th May 2024

Asked by: Navendu Mishra (Labour - Stockport)

Question to the Department of Health and Social Care:

To ask the Secretary of State for Health and Social Care, pursuant to the Answer of 16 April 2024 to Question 20454 on Mental Health Services: Stockport, how the £4.7 billion of increased funding for mental health has been spent; and how much and what proportion of that funding has been spent by (a) local authority and (b) constituency area.

Answered by Maria Caulfield - Parliamentary Under Secretary of State (Department for Business and Trade) (Minister for Women)

Whilst a definitive answer is not possible, most of this additional funding was allocated to local health systems to be spent on expanding and transforming mental health services across the country. This is evidenced by:

- an increase in the number of adults accessing NHS Talking Therapies, with nearly 6 million people being supported over this five year period; an increase in the number of children and young people accessing mental health support, with over 750,000 children and young people under 18 years old supported through National Health Service funded mental health services, those with at least one contact, over the 12 months to January 2024;

- the roll out of approximately 400 mental health support teams in schools and colleges; the transformation of community mental health services for adults with approximately 288,000 adults and older adults with severe mental illness able to access improved physical health care, employment support, personalised and trauma informed care, medicines management and support for self-harm, and coexisting substance use over 2022/23, the latest full financial year for which figures are available;

- the establishment of around the clock and all-age urgent mental health helplines in every part of England;

- the investment of £30 million to meet the health needs of people sleeping rough, allowing for the establishment of 37 sites with new mental health provision for rough sleepers;

- the opening, or planned opening, of 15 specialist gambling treatment clinics, achieving representation across every region of England and including specialist provision for children and young people;

- the provision of £57 million of funding up to the end of March 2024, to embed local suicide and self-harm prevention activity, and to provide suicide bereavement support services in every local area.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether she has had discussions with her Belgian counterpart on regulating micro-transactions in video games as gambling.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department (a) has and (b) plans to make an assessment of the potential impact of micro-transactions in video games on levels of spending among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department has made an assessment of the potential impact of micro-transactions in video games on gambling behaviours among children and young people.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Angela Crawley (Scottish National Party - Lanark and Hamilton East)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether she plans to increase regulation of micro-transactions in video games.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

The Government monitors the impact of microtransactions in video games on players, including children and young people. In 2020, we launched a call for evidence on loot boxes in video games which found an association between purchasing loot boxes and problem gambling, although no causal link has been found.

We have since welcomed new industry-led guidance to improve protections for players and meet the following Government objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We are working with industry and academics to monitor the implementation and effectiveness of the new guidance and will provide an update following the 12-month implementation period, and independent academic scrutiny. We continue to keep our position on possible future legislative options under review. We monitor developments in other international jurisdictions, including Belgium, although no recent discussions with Belgian counterparts have taken place.

Whilst the new guidance relates to paid loot boxes specifically, a number of the measures are relevant to in-game microtransactions more broadly, particularly for children and young people. This includes driving awareness of and uptake of parental controls, and running a three-year £1 million public information campaign to provide information to players and parents about safe and responsible play

We have also published a Video Games Research Framework to improve the evidence base on the impacts of video games, including microtransactions and player spending. The Framework outlines the research topics and priorities which we have identified as core areas in need of further research. This includes better understanding of the impact of different monetisation features on players’ experiences, and the effectiveness of mechanisms to mitigate the risk of problematic spending behaviours.

While some microtransactions share similarities with traditional gambling products, we view the ability to legitimately cash out rewards as an important distinction. In particular, the prize does not normally have real world monetary value outside of the game, and its primary utility is to enhance the in-game experience. The Gambling Commission has shown that it can and will take robust enforcement action where the trading of items obtained from in-game microtransactions does amount to unlicensed gambling. Microtransactions within video games - including loot boxes - are also subject to consumer protection legislation that protects against misleading or aggressive marketing.


Written Question
Gambling: Video Games
Thursday 2nd May 2024

Asked by: Claire Hanna (Social Democratic & Labour Party - Belfast South)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, whether her Department is taking steps to help (a) mitigate the risks associated with loot boxes in video games and (b) increase awareness of the potential dangers associated with gambling for younger users.

Answered by Julia Lopez - Minister of State (Department for Science, Innovation and Technology)

Following the Government response to the call for evidence on loot boxes in video games, the Government has welcomed new industry-led guidance to improve protections for players.

We are now working closely with the industry and academics to ensure robust evaluation of implementation and the efficacy of new measures in meeting the Government’s objectives that:

  • purchases of loot boxes should be unavailable to all children and young people unless and until they are enabled by a parent or guardian; and,

  • all players should have access to and be aware of spending controls and transparent information to support safe and responsible gaming.

We will provide an update following the 12-month implementation period and independent academic scrutiny of the guidance's implementation and efficacy.


Written Question
Gambling: Children and Young People
Wednesday 1st May 2024

Asked by: John Hayes (Conservative - South Holland and The Deepings)

Question to the Department for Digital, Culture, Media & Sport:

To ask the Secretary of State for Culture, Media and Sport, what steps she is taking to protect (a) children and (b) young people from gambling harm.

Answered by Stuart Andrew - Parliamentary Under Secretary of State (Department for Culture, Media and Sport)

His Majesty’s Government recognises that, while millions of people gamble without experiencing problems, for some it becomes an addiction with serious consequences. It is particularly important to take steps to protect those, particularly young people, who are at risk of experiencing gambling harm.

In April 2023 the Department for Culture, Media and Sport published a White Paper following our review of the Gambling Act 2005. The White Paper outlined a series of measures to tackle practices and products which can drive harm and to ensure that people who are at risk of gambling harm and addiction are protected. These include new, frictionless financial risk checks, a stake limit for online slots games, improvements to customer-led tools, and tougher restrictions on bonuses and direct marketing. These measures will be complemented by strengthened messaging about the risks associated with gambling. The White Paper also contained a commitment to introduce a new statutory levy paid by operators to fund research, prevention, and treatment. In July 2023 the Gambling Commission also published a vulnerability statement, outlining its approach to identifying, supporting, and protecting consumers who are in vulnerable situations.

We are working with the Gambling Commission and others to bring the measures from the White Paper into force as quickly as possible, and have already published consultations on a number of important proposals so that we can finalise details ahead of their implementation.


Written Question
Gambling: Crime
Monday 22nd April 2024

Asked by: Carolyn Harris (Labour - Swansea East)

Question to the Home Office:

To ask the Secretary of State for the Home Department, whether he has made a recent estimate of the total amount of money that has been returned to victims of gambling-related crimes by (a) the gambling industry, (b) Proceeds of Crime Act proceedings and (c) any other means in the 2023-24 financial year.

Answered by Chris Philp - Minister of State (Home Office)

Neither the Government nor the Gambling Commission hold information on how many crimes related to harmful gambling were committed in the last 12 months and there has been no recent estimate as to the total amount of money that has been returned to victims of gambling-related crimes.

The Office for Health Improvement and Disparities (OHID) in Department of Health and Social Care have undertaken an evidence review which provides estimates of the economic costs of harmful gambling, which includes a section on criminal activity (chapter 6).The economic cost of gambling-related harm in England: evidence update 2023 (publishing.service.gov.uk)

The Gambling Act 2005 sets out the following licensing objectives:

  • preventing gambling from being a source of crime or disorder, being associated with crime or disorder or being used to support crime.
  • ensuring that gambling is conducted in a fair and open way
  • protecting children and other vulnerable people from being harmed or exploited by gambling.

As the statutory regulator, the Gambling Commission is responsible for making sure all licensing applications meet these objectives. The Commission has published a statement of principles for licensing and regulation which sets out how it governs what it does and how they help to meet the Act's licensing objectives.


Written Question
Gambling: Crime
Monday 22nd April 2024

Asked by: Carolyn Harris (Labour - Swansea East)

Question to the Home Office:

To ask the Secretary of State for the Home Department, how many crimes related to harmful gambling were committed in the last 12 months; what the nature of those crimes was; and if he will make an assessment of the potential impact of those crimes on (a) the economy and (b) wider society.

Answered by Chris Philp - Minister of State (Home Office)

Neither the Government nor the Gambling Commission hold information on how many crimes related to harmful gambling were committed in the last 12 months and there has been no recent estimate as to the total amount of money that has been returned to victims of gambling-related crimes.

The Office for Health Improvement and Disparities (OHID) in Department of Health and Social Care have undertaken an evidence review which provides estimates of the economic costs of harmful gambling, which includes a section on criminal activity (chapter 6).The economic cost of gambling-related harm in England: evidence update 2023 (publishing.service.gov.uk)

The Gambling Act 2005 sets out the following licensing objectives:

  • preventing gambling from being a source of crime or disorder, being associated with crime or disorder or being used to support crime.
  • ensuring that gambling is conducted in a fair and open way
  • protecting children and other vulnerable people from being harmed or exploited by gambling.

As the statutory regulator, the Gambling Commission is responsible for making sure all licensing applications meet these objectives. The Commission has published a statement of principles for licensing and regulation which sets out how it governs what it does and how they help to meet the Act's licensing objectives.


Written Question
Gambling: Crime
Monday 22nd April 2024

Asked by: Carolyn Harris (Labour - Swansea East)

Question to the Home Office:

To ask the Secretary of State for the Home Department, if he will make an assessment of the impact of gambling-related (a) fraud and (b) other acquisitive crimes on the finances of the victims of those crimes.

Answered by Chris Philp - Minister of State (Home Office)

Neither the Government nor the Gambling Commission hold information on how many crimes related to harmful gambling were committed in the last 12 months and there has been no recent estimate as to the total amount of money that has been returned to victims of gambling-related crimes.

The Office for Health Improvement and Disparities (OHID) in Department of Health and Social Care have undertaken an evidence review which provides estimates of the economic costs of harmful gambling, which includes a section on criminal activity (chapter 6).The economic cost of gambling-related harm in England: evidence update 2023 (publishing.service.gov.uk)

The Gambling Act 2005 sets out the following licensing objectives:

  • preventing gambling from being a source of crime or disorder, being associated with crime or disorder or being used to support crime.
  • ensuring that gambling is conducted in a fair and open way
  • protecting children and other vulnerable people from being harmed or exploited by gambling.

As the statutory regulator, the Gambling Commission is responsible for making sure all licensing applications meet these objectives. The Commission has published a statement of principles for licensing and regulation which sets out how it governs what it does and how they help to meet the Act's licensing objectives.