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The company attributed this positive financial momentum to growth within its digital channels.
Digital gross gaming revenue represented 64.5% of the parent company’s total in H1, up 3.6 percentage points from the previous year.
Registered customers increased to approximately 2,672,000 at the end of June, an increase of around 50,000 from the previous year.
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Within this shared model, there was a clear preference for personalised interventions over generic ones.
Tailored, behaviour-triggered messages were seen as more effective than generic warnings, but many participants simultaneously expressed mistrust towards operators collecting behavioural data.
Finally, the study found that these needs and preferences varied widely by product type.
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At the signing ceremony, Gyeonggi education chief An Min-seok emphasised the immediacy of the issue: “To effectively respond to youth gambling problems, close cooperation between the Office of Education, which best understands the school environment, and specialised prevention and treatment institutions is necessary.
He added: “I hope this agreement does not remain a mere event but leads to the implementation of practical policies.”
Korea joins many other markets, including Ireland, which in July initiated a national campaign aimed at helping parents and guardians recognise and respond to underage gambling. The campaign will be disseminated through video-on-demand services, radio, digital audio networks and social media platforms.