Number of users temporarily suspending the game

Definition

The "temporary suspension of the game" refers to the actions of users related to self-exclusion for a limited period or the activation of cool-off/temporary blocking functions, which allow you to suspend access to bets for a period of several hours to several months.

Key Indicators 2025

12-14% of players at least once a year suspended the game through built-in tools.

Growth compared to 2024: + 3-4 percentage points, which is due to the increased visibility of the option in onboarding and pop-up reminders during protracted sessions.

Median pause period: 7 days, average - 12-15 days (due to part of the audience with monthly locks).

Structure by pause duration

Short-term (24-72 hours): ~ 45% of all cases.

Medium-term (1-4 weeks): ~ 40%.

Long-term (1-6 months): ~ 15%.

💡 Long-term pauses have a return to play rate below 65% after the lock expires, while short-term pauses have a return rate above 80%.

Segmentation by age

18-24 years: ~ 16% of users activated pauses; short blockages prevail (1-3 days).

25-34 years: ~ 14-15%, more often use 1-2-week locks.

35-44 years: ~ 12%, this group has a higher proportion of monthly pauses.

45 + years: ~ 9-10%, but among those who activated, long-term blockages are more often chosen (from 1 month).

Segmentation by product

Slots: ~ 14% of players used pauses, mostly short ones.

Live games (roulette, blackjack): ~ 10-11%, more medium-term pauses.

Sports betting: ~ 8-9%, often suspended for off-season or major losses.

Regional differences

NSW and VIC: Highs of 13-15 per cent of players with pauses.

QLD and WA: 11-12%.

SA and TAS: about 10%.

Reasons: differences in the UX integration of self-exclusion tools and the level of advertising restrictions.

Behavioral effects

Time in the game after return: reduced by 15-18% for users with pauses.

Average deposit amount after a pause: 12-14% lower compared to the period before the blocking.

The probability of setting limits after a pause is 20-22% higher.

The frequency of complaints and requests for returns decreases by 15-17% among the segment that passed the blocking.

Pause activation triggers

Losing streak: 35-40% of all cases.

Push/reality check reminders: ~ 25%.

Personal circumstances (rest, finances): ~ 20%.

Support or RG materials recommendation: ~ 10%.

Dynamics 2023 → 2025

2023: ~ 7-8% of players used temporary locks.

2024: ~9–10%.

2025: ~12–14%.

The growth is explained by the mandatory integration of cool-off buttons on the deposit screen and the introduction of push notifications about the duration of sessions.

Metrics for operator analysis

Pause Rate (PR): the proportion of players who pause ≥1 times.

Median Pause Length (MPL): median pause duration.

Return-to-Play Rate (RPR): Percentage of return to play after the lock expires.

Post-Pause RG Adoption (PPRA): Proportion of players who set limits after a pause.

Churn vs Pause: how many players stop returning altogether after a pause.

Result

In 2025, about one in seven players in Australia has suspended play at least once through the tools of a temporary lock. The bulk chooses short pauses, but the segment of long-term locks is growing. These measures reduce gaming activity, reduce the risk of complaints and encourage greater implementation of limits. For operators, the key task is to ensure a simple one-click pause activation and associate it with the proposal of additional control tools.

Do you want me to compile a comparative table by type of pauses (24-72 hours, 1-4 weeks, 1-6 months) with their fractions, median length, return and behavioral effects?

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