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Teen Cyber Gambling Reports Rise as 294 Cases Surface in South Korea

A significant increase in the number of reports of teen cyber gambling has been recorded in South Korea, where 294 voluntary reports have been submitted during almost a month through the special reporting system. Over 200 teenagers have confessed that they were involved in gambling during a period of time.

Reports From Teens And Guardians

According to the Korean National Police Agency and others on the 22nd, the reports have been coming in since the 18th of last month. Of the total 294 cases, 244 were filed by the individuals themselves, and 50 were submitted by guardians.

The figures point to growing concern around online gambling among teenagers, especially as the reporting system continues to gather new cases. The program was introduced to capture self-reported incidents and related concerns from families, giving authorities a clearer picture of how widely cyber gambling has spread among minors.

Moreover, there are indications that the majority of these cases have a long history. The mean duration of gambling is 12 months, while the mean sum of money used for gambling is 3 million won per gambler. In one case, a teenager spent 60 million won.

High School Students Make Up Most Cases

When separated according to gender, boys represented 93%, or 274 of all cases, which makes them the overwhelming majority. Among these 93%, high school students made up 60%, or 176 cases, while middle school students made up 40%, or 118.

It can be seen from the report that cyber gambling does not belong to any particular school level or area. At one high school in Gangwon, 48 students reported having experienced cyber gambling. At another nearby high school in the same region, 20 students made similar reports.

The concentration of cases in schools has raised concern about how easily teenagers can get involved in online gambling. The data suggest that once exposed, some students remain active for long periods before coming forward.

Secondary Crimes Also Reported

Authorities also found that some teenagers committed secondary crimes to fund their gambling. In one case, a high school student living in North Jeolla was caught by police after breaking into cars by opening doors and stealing items.

That case highlighted the broader effects of cyber gambling beyond betting itself. The need for money to continue gambling appears to have driven some teenagers toward other offenses, according to the reports cited by authorities.

The figures also showed that the issue has moved beyond private behavior and into areas that require police and school support. The data collected through the reporting program is helping authorities identify how gambling-related harm is affecting students in different ways.

Reporting Program Continues

The government plans to continue the voluntary reporting system until the end of August. Eligible reporters are teenagers under 19 who have experienced cyber gambling, along with their guardians.

All reports are received through the 117 School Violence Report and Counseling Center. The program is intended to keep gathering cases while giving minors and families a way to come forward during the reporting period.

With the number of cases already high, authorities are likely to keep monitoring the situation closely as the summer reporting window continues.

Source: Chosun Biz

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Carla Calderon
Carla Calderon
Carla is an emerging iGaming writer with a growing focus on the Asian gaming industry. She covers the latest news, market trends, and regulatory updates shaping online casinos and sports betting across the region. With a fresh perspective and a passion for learning, Carla brings curiosity and clarity to her reporting, helping readers stay informed about the fast-moving world of Asian iGaming.

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