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Lesson 4 of 7 · 15 min

Programmatic, Video, Audio and Creators: Buying With Exclusion Built In

Programmatic display, connected TV, audio, podcasts and creator partnerships as paid media, and how to build the exclusion of under-18s, self-excluded customers and unlicensed geographies into every buy.

Fact-checked 5 October 2026 by iGaming Times editorial team · 16 sources

In this lesson

  • Identify the three audiences a gambling buy must exclude and the mechanism for each
  • Apply inclusion lists, content taxonomy, piracy exclusions and placement verification to programmatic buying
  • Translate the CAP guidance on targeting age-restricted ads into concrete audience settings
  • Buy video, audio, podcasts and creator partnerships with audience verification, labelling and removal rights
  • Run customer-list suppression that is fresh, universal across accounts and verified by seeded tests

Beyond search and social feeds

Lesson two covered the gate: which platforms will accept a gambling advertiser at all. This lesson covers what happens once the advertiser is through it, across the channels where most of the growth in gambling media has gone: programmatic display, online and connected television video, digital audio and podcasts, and paid partnerships with creators and streamers. These channels share two features. They are bought through systems designed to find audiences efficiently, and they are the channels where a gambling advertiser has the least direct control over who actually sees the advertisement.

That makes the central skill in this lesson not reach but exclusion. Every buy has a target audience and an excluded audience, and in gambling the second is a regulatory obligation rather than a matter of efficiency. The rules themselves are covered in Marketing Compliance and Advertising Standards; this lesson is about building them into the way media is bought, and examples are drawn mainly from Great Britain because its regulator and advertising bodies have published the most detailed guidance on buying.

The three audiences you must not reach

A gambling buy must avoid three groups, and each requires a different mechanism.

Group Why Main buying mechanism
Under-18s (or under the local legal age) Every gambling code prohibits targeting them and most restrict media where they form a material share of the audience Media selection, age and interest targeting, exclusion of users whose age is unknown
Self-excluded and restricted customers Licence conditions prohibit marketing to them, including those registered with national schemes such as GAMSTOP Customer list exclusions on every platform, refreshed frequently
People outside licensed jurisdictions Advertising into a market where the operator is not licensed is unlawful and breaches platform certification Geographic targeting at the level of the licence, including state or province

The UK Gambling Commission's guidance on self-exclusion shows how demanding the second obligation is. Licensees must "take all reasonable steps to prevent any marketing material being sent to a self-excluded customer", should remove them from marketing databases within two days, are primarily responsible for breaches by their affiliates, and should not rely on a single point of failure. The industry code that the Commission tells licensees to follow goes further for paid media, asking operators to use reasonable endeavours to exclude customers with an active self-exclusion or cooling-off period, and higher-risk customers, from paid social campaigns.

Programmatic display

Programmatic buying uses automated auctions to buy individual impressions across thousands of sites and apps. Its strength is scale and targeting; its weakness, for a gambling advertiser, is that the advertiser does not choose the pages.

The Advertising Standards Authority has tested what that means in practice. In monitoring carried out in 2020 it used "avatars", online profiles built to simulate the browsing of children and of adults, to record which advertisements were served on a range of sites. It found that most gambling impressions were served on sites with predominantly adult audiences, but that 64 gambling impressions from nine brands, a quarter of the gambling ads recorded, appeared on four children's sites, which it described as a clear breach of the advertising code. It also found that ads were served to child and adult avatars in similar proportions on mixed-age sites, meaning the targeting the advertisers believed they were using was not skewing delivery towards adults.

Four controls address this.

Buy from known inventory. Private marketplaces and curated deals with named publishers give an advertiser a list of where its ads can appear. Open exchange buying should run only against an inclusion list of approved domains and apps, not merely an exclusion list of bad ones, because new sites appear daily.

Use the content taxonomy, both ways. The IAB Tech Lab's content taxonomy, which most programmatic systems use to classify pages, contains categories for casinos and gambling, lotteries and scratchcards, and poker. A gambling advertiser can target adult sport and betting content contextually, and must exclude content categories aimed at children, family entertainment and gaming aimed at younger audiences.

Exclude piracy and unsafe placements. In Great Britain, a licence condition prohibits licensees from placing digital advertisements on sites providing unauthorised access to copyrighted content, and requires the same of third parties contracted to place them. Illegal streaming sites attract exactly the sports audience a betting brand wants, which is why the condition exists.

Verify, do not assume. Brand safety and suitability tools classify placements before and after the impression. Google's Display and Video 360, for example, lets buyers apply third-party sensitive content categories including gambling. For a gambling advertiser, post-campaign placement reports are the evidence that the controls worked, and they should be reviewed rather than filed.

Applying the targeting guidance

The Committee of Advertising Practice's guidance on targeting age-restricted ads online, published in November 2022, is the most practical document available on how to buy gambling media without reaching children, and it is useful outside Great Britain as a model of good practice. Its core points translate directly into buying settings.

  1. Media obviously directed at under-18s is excluded whatever the targeting. No audience setting makes a children's site acceptable.
  2. For untargeted media, apply the 25% test. No medium should be used if more than 25% of its audience is under 18.
  3. Age data alone is not enough. The guidance says targeting "solely on the basis of age data" is unlikely to satisfy the requirements, because self-declared age is unreliable. The profile of interests selected and deselected should clearly favour adults.
  4. Exclude users whose age cannot be established. Where possible, that includes users who are not logged in.
  5. Use older age bands where available. The guidance gives examples of using 25-and-over or narrower adult segments rather than a broad 18-and-over setting.

The British industry code makes the last point mandatory for its members: since December 2023, prospecting campaigns in paid digital media must be targeted at people aged 25 and over where the platform provides a 25+ filter.

A worked audience build

A hypothetical paid social and programmatic prospecting campaign for a sports betting brand in Great Britain might be specified like this:

Setting Specification Reason
Age 25 and over (or the highest available floor) Industry code; age data alone unreliable
Login state Logged-in users only where the platform allows Exclude users of unknown age
Interests included Adult-skewed sport interests, such as season tickets, sports news subscriptions, live sport broadcasters Profile should clearly favour adults
Interests excluded Video games, youth sport, school and college, children's entertainment, esports Remove interests with heavy under-18 overlap
Customer exclusions Self-excluded, cooling-off, restricted and higher-risk customers, refreshed at least daily Licence conditions and industry code
Geography Great Britain only, with Northern Ireland handled under its own law Licence scope
Placements Inclusion list for programmatic; children's and gaming placements excluded Avatar findings; 25% test
Lookalikes Seeded from a broad, value-capped list, not top spenders Avoid modelling heavy gambling

The last row links to a point made in the compliance course: a lookalike seeded from the operator's highest-value customers is a model of the characteristics of heavy gambling. A lookalike seeded from a broad, ordinary customer base, with restricted customers removed, is defensible; one seeded from the top decile is not.

Online video and connected TV

Video bought programmatically or through broadcasters' streaming services is often presented as the safest digital channel for gambling, because many services require a login and the content is premium. It has its own exposure.

Households, not individuals. A connected television is a shared screen. Household-level targeting can confirm that an adult holds the account; it cannot confirm who is watching. Buying against content (live adult sport, late-evening drama) is therefore as important as buying against the account.

Platform age restriction is not universal. On YouTube, the content policy age-restricts creator content that promotes or depicts online gambling, but paid advertising follows the separate Google Ads rules and targeting settings, so the buyer still has to set age and content exclusions.

The same code applies across screens. In Great Britain an advertisement on a streaming service is still subject to the advertising codes that the licence requires operators to follow, and the 25% audience test applies to untargeted placements whatever the screen. Treat a streaming buy as a digital buy that happens to be on a television.

Audio and podcasts

Digital audio is bought in two forms. Streaming audio services sell targeted spots against logged-in listeners, and the British industry code lists Spotify among the platforms where operators may target 18-and-over audiences rather than 25-and-over because those platforms have provided evidence of the accuracy of their age targeting. Podcasts are bought either as dynamically inserted spots or as host-read endorsements.

Host reads deserve the same treatment as influencer content. The host's voice and personality carry the message, which is why they perform, and the host's audience composition is a commercial claim that needs checking. A sports podcast with a large teenage following is the audio equivalent of a footballer with a large teenage following on social media, and the ASA now treats top-flight footballers with considerable under-18 social media followings as likely to be high risk under the "strong appeal" rule.

Creators and streamers as paid media

Paid creator partnerships, the paid end of influencer marketing, sit between advertising and sponsorship, and they generate a disproportionate share of problems because the advertiser controls neither the audience nor, in live formats, the content.

The research base explains the concern. A 2019 study for GambleAware by researchers at Demos and the University of Bristol estimated that children made up 6% of the followers of traditional gambling accounts on Twitter and 17% of accounts focused on esports gambling. A September 2025 GambleAware study of young people and gambling-related influencer content found that such content frequently lacks transparent disclosure and exploits trust-based relationships with followers.

Regulators have responded by moving enforcement onto social content generally. In June 2026 the ASA issued an enforcement notice on gambling ads with strong appeal to under-18s, covering paid and unpaid posts including those on an advertiser's own accounts, with active monitoring from 11 June 2026.

Buying creator media properly involves five steps.

  1. Verify the audience before the creator. Obtain platform-reported audience age data from the creator's account, not a media kit, and reject creators whose under-18 share is material.
  2. Check the platform route. YouTube's policy prohibits facilitating access to online gambling sites that are not certified, and live-streaming platforms set their own rules: Kick's community guidelines state that sponsored gambling is permitted only for platforms holding valid licences in the relevant jurisdiction and require disclosure of affiliate links.
  3. Require clear labelling. In Great Britain, labels such as "Ad" or "Advert" placed upfront are very likely to be considered acceptable, while "Sponsored", "Gifted" and "spon" have been ruled insufficient. In the United States, the Federal Trade Commission's guidance says that on livestreams the disclosure should be repeated periodically.
  4. Approve the content, not the brief, and restrict the post. Where platforms allow, restrict the post itself to adult audiences.
  5. Keep removal rights and records. Contracts should allow the operator to require removal immediately, and the operator should hold copies of what was published.

Live streaming of casino play is the hardest format to control and the one most operators now avoid, for reasons the compliance course sets out. If it is bought, it is bought as advertising, with every control above applied.

Suppression in practice

Customer list exclusions are the main tool for keeping self-excluded and restricted customers out of paid media. The operator uploads a hashed list of identifiers, and the platform excludes matching users from delivery. Three practical limits apply.

Match rates are partial. A platform can only exclude a customer it can match, and match rates are always below 100%. Exclusion lists reduce exposure; they do not eliminate it, which is why contextual and creative controls still matter.

Freshness is everything. A list uploaded weekly will contain customers who self-excluded six days ago and are still being targeted. Automated daily or more frequent refreshes, with the timestamp recorded, are the minimum standard consistent with the Commission's expectation of removal from marketing within two days.

Every platform, every brand, every account. Multi-brand groups and agencies running several accounts must apply the exclusion everywhere. The most common failure is a new account, a new brand or a new agency starting campaigns before the exclusion feed is connected.

A seeded test account, put through self-exclusion and then monitored for any paid media impression across platforms, is the only way to show that the system works end to end.

A pre-flight checklist

Before any digital campaign goes live, the buyer should be able to answer yes to each line.

Check Evidence
Platform certification current for every targeted market Certification matrix (lesson two)
Age floor set at the highest available band and logged-out users excluded Platform settings screenshot
Interest profile clearly favours adults, youth-skewed interests excluded Audience specification
Customer exclusion list connected, refreshed within the last 24 hours Feed timestamp
Programmatic running on an inclusion list or curated deals Deal and domain list
Piracy, children's and gaming placements excluded Exclusion settings and placement report
Creator audience data verified and labelling agreed Platform audience export and contract
Geography limited to licensed jurisdictions Targeting settings

None of these checks is technically difficult. Each is skipped, regularly, because a campaign was urgent. The checklist exists for the urgent campaigns.

Key terms

Inclusion list
An approved list of domains and apps on which programmatic ads may appear. Safer than an exclusion list for gambling because new unsuitable sites appear daily.
25% test
The British advertising code standard that gambling ads must not appear in untargeted media where more than 25% of the audience is under 18.
Avatar monitoring
Regulator testing using simulated child and adult browsing profiles to record which advertisements each is served.
Customer list exclusion
Uploading hashed identifiers of self-excluded and restricted customers so a platform excludes them from delivery. Limited by match rates and upload frequency.
Content taxonomy
The IAB Tech Lab's standard classification of page content, used by programmatic systems to target or exclude categories such as gambling or children's entertainment.

Key takeaways

  • The ASA's avatar monitoring found a quarter of recorded gambling impressions on children's sites, and no skew towards adults on mixed-age sites.
  • Targeting on age data alone is unlikely to satisfy the guidance: the interest profile must clearly favour adults and logged-out users should be excluded.
  • British industry code members must target paid digital prospecting at 25 and over where the platform offers the filter.
  • Exclusion lists only exclude customers the platform can match and only as fresh as the last upload; refresh at least daily.
  • Treat podcast host reads and creator posts as advertising: verify the audience, label upfront, approve the content and keep removal rights.

Sources

The legislation, regulator material and research this lesson was checked against.

  1. Ensuring self-excluded customers do not receive your marketing materials, Gambling Commission, accessed 2026-10-05
  2. LCCP 16.1.1: Responsible placement of digital adverts, Gambling Commission, accessed 2026-10-05
  3. Age-restricted ads online: targeting guidance, Committee of Advertising Practice, accessed 2026-10-05
  4. Calling on advertisers to make better use of online targeting tools to minimise children's exposure to age-restricted ads, Advertising Standards Authority, accessed 2026-10-05
  5. Enforcement Notice: gambling ads with strong appeal to under-18s, Advertising Standards Authority, accessed 2026-10-05
  6. Gambling: Appeal to children (AdviceOnline), Advertising Standards Authority / CAP, accessed 2026-10-05
  7. Recognising ads: Social media and influencer marketing, Advertising Standards Authority / CAP, accessed 2026-10-05
  8. Disclosures 101 for Social Media Influencers, Federal Trade Commission, accessed 2026-10-05
  9. Content Taxonomy 3.1, IAB Tech Lab, accessed 2026-10-05
  10. Gambling Industry Code for Socially Responsible Advertising, 7th Edition (Updated), February 2026, Industry Group for Responsible Gambling / Betting and Gaming Council, accessed 2026-10-05
  11. IGRG: Industry Group for Responsible Gambling (platforms approved for 18+ targeting), Betting and Gaming Council, accessed 2026-10-05
  12. Brand suitability (Display and Video 360 Help), Google, accessed 2026-10-05
  13. Illegal or regulated goods or services policies (YouTube Community Guidelines), YouTube / Google, accessed 2026-10-05
  14. Community Guidelines, Kick, accessed 2026-10-05
  15. Biddable Youth: Sports and esports gambling advertising on Twitter (Demos and University of Bristol for GambleAware), GambleAware, accessed 2026-10-05
  16. Young people and gambling-related influencer content, GambleAware, accessed 2026-10-05

Check your understanding

3 questions · answer them all, then check.

  1. 1. Under the CAP guidance on targeting age-restricted ads online, which audience setting is most defensible for a gambling prospecting campaign?

  2. 2. A customer self-excluded four days ago but is still seeing paid social adverts. What is the most likely cause?

  3. 3. Why does a British licence condition prohibit placing digital ads on piracy sites?

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