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A memorandum of understanding, signed on Monday, aims to tackle rising gambling exposure among schoolchildren through smartphones. The aim is to integrate preventative education with broader school-based initiatives.
The agreement was signed at Osan Seongho Middle School and links gambling prevention education with a “phone free” strategy alongside RAS education. RAS is an approach combining reading, arts and sports and is designed to occupy students’ time with structured, screen-free activities.
The dual approach seeks not only to limit access to gambling content on smartphones but also to provide meaningful alternatives that reduce overall reliance on digital devices.
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“When we started this journey, my only vision was: ‘Let’s not be writing code in August,’” Grenstad says.
Cubeia set out to remove coding as the constraint on software development, but in doing so, the company has discovered that coding was only one constraint in a much larger system. As the bottleneck moves, so do the demands on the organisation: towards domain knowledge, product thinking, quality, prioritisation and understanding what customers need.
The technology itself has therefore become less important to the story.
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Great Britain’s gambling industry generated £17.5 billion ($23.4 billion) in gross gambling yield (GGY) during FY2026, a 4.4% increase from the previous year.
Excluding lotteries, the Gambling Commission reported that GGY rose 4.7% to £13.2 billion ($17.7 billion) between April 2025 and March 2026.
Growth was strongest online, where remote casino, betting, and bingo GGY climbed 6.9% to £8.3 billion ($11.1 billion), compared with a modest 1.1% increase across land-based sectors.