South Korea teen gambling campaign draws 806 voluntary reports
South Korea’s police have received 806 voluntary reports involving teenage cyber gambling during the first two months of a nationwide leniency campaign, as authorities shift greater attention toward early intervention, treatment and prevention rather than punishment alone.
South Korea’s National Police Agency has recorded 806 voluntary reports involving young people since launching its youth cyber-gambling self-reporting programme on May 18. The initiative remains open until August 31 and is designed to encourage teenagers involved in illegal gambling to seek help before their financial and legal problems become more serious. The police officially announced the campaign in May.
The number of reports increased sharply during the programme’s second month. Police received 294 cases in the first month and another 512 in the second, representing a rise of about 74%. Of the 806 reports, 629 were submitted directly by young gamblers and 177 by parents or guardians, meaning the headline total is more accurately described as voluntary reports rather than 806 individual self-reports.
High-school students accounted for 455 cases and middle-school students for 351. Reported gambling expenditure averaged around KRW3 million, while individual cases involved substantially larger amounts and, in some instances, borrowing from friends or private lenders. Police are reviewing cases individually and can apply warnings or other lenient measures depending on factors including the sums involved, the teenager’s attitude and participation in rehabilitation.
The programme focuses heavily on treatment. Young people who come forward can be connected with gambling-prevention and rehabilitation services, addiction treatment and debt-support programmes. This approach follows earlier police campaigns in which authorities increasingly combined enforcement against illegal gambling networks with counselling for underage participants.
The campaign has also received support from League of Legends star Lee Sang-hyeok, better known as Faker. The South Korean esports player was brought into the police prevention campaign in July to encourage young people to seek help and raise awareness of the risks associated with cyber gambling.
Authorities are particularly concerned about the ease with which teenagers encounter gambling online. Research cited as part of the current debate found that 82% of surveyed students who had gambled first did so through the internet, while 54% reported exposure to gambling advertising. A separate legislative proposal before the National Assembly seeks to make gambling-addiction prevention education more systematic in schools amid concerns that existing measures vary considerably between institutions.
The 806 reports indicate that offering a route to treatment with the possibility of reduced punishment can uncover gambling problems that might otherwise remain hidden. With the voluntary reporting period running until August 31, South Korea’s campaign is increasingly functioning not simply as an enforcement measure but as an attempt to intervene before teenage gambling develops into long-term addiction, serious debt or related criminal behaviour.
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