Flutter Entertainment plc (FLUT)
Online betting and gaming, 28,518, 11% U.S.. Read October 3, 2026 from the annual report for the period ending December 31, 2025, filed February 26, 2026. Ranked 33 of the 75 Consumer Cyclical companies read so far, by the share within reach now.
Within reach now
21%
End of 2028
39%
Employees, annual report
28,518
Leading staffing pattern
Gambling Industries
Share of the working time within reach, long-run pace, four times in five
- Now21%
- End of 202734%
- End of 202839%
- End of 203041%
What changes for its people by the end of 2028, by its industries' figures
- Stays with people 61%
- Becomes checking a model's work 30%
- Handed over with lighter checks 6%
The filing states the total, the U.S. share and the technology function's count, so software takes its share by count (a) and the rest is the gambling pattern by description (c).
The figures on this page come from the company's own annual report and from BLS staffing patterns for its industries, never from a roster. They are estimates with a stated method. Nothing here says what the company will do: within reach is not a forecast of jobs lost or of savings.
What follows from the reading
Share of working time within reach of AI, on the long-run pace at four in five: 21% now, 34% at the end of 2027, 39% at the end of 2028, 41% at the end of 2030. By the patterns, the work is about 41% desk work, 20% people work and 39% body work. These are the site's industry estimates weighted by the shares below: estimates with a stated method and range, not a forecast of what the company will do. By the same patterns, at the end of 2028 about 61% of the working time stays with people (conversation, in-person and hands-on work), 30% becomes checking a model's work and 6% could be handed over with lighter checks, from the industries' own figures, not the company's roles.
Headcount
28,518 employees as of December 31, 2025 (stated). 11% of the total headcount, as the filing states; 89% outside the United States.
The filing: “As of December 31, 2025, we had 28,518 employees across 27 countries. Our headcount includes both our head office and retail colleagues. The United States comprises 11% of our total headcount, with the remaining 89% of our employees outside the United States.”
The workforce as industry patterns
| Pattern | Share | Reason, from the filing |
|---|---|---|
| Gambling Industries | 74% | Sports betting and gaming operations, customer service and the retail betting shops the filing counts among its colleagues: the remainder after the technology function's count (a), read as gambling by description (c). |
| Software Publishers | 26% | Approximately 7,500 employees in the technology function, 3,500 of them in software engineering: by the filing's count (a). |
What the filing says about the workforce: 28,518 employees in 27 countries, head office and retail colleagues; 11% in the United States; about 7,500 in technology, 3,500 of them software engineers; 6,531 under collective bargaining agreements (Italy, Brazil, Romania) or Australian modern awards; turnover 22%, voluntary 11%.
What the filing says about AI
26 sentences in the filing name AI. Twenty-six sentences: the use of AI and machine learning in the business named as a risk, the emerging patchwork of U.S. state AI regulation, and the EU AI Act among the laws it faces.
- “We use artificial intelligence ("AI"), machine learning and similar technologies in our business, which may present business, compliance, and reputational risks.”
- “In the absence of comprehensive federal legislation, there is also an emerging multi-state patchwork of artificial intelligence regulation, which is likely to impose compliance costs on our business and constrain our ability to fully leverage these technologies.”
- “(vii) Artificial Intelligence Act (AI Act) - Introduces a risk-based framework for AI systems; fines up to €35 million or 7% of global annual turnover.”
- “These laws collectively address platform accountability, algorithmic transparency, data portability, cybersecurity, and AI governance, requiring ongoing investment in compliance, governance, and technology.”
- “The UK, US, Canada, Brazil, Australia, and several APAC jurisdictions are introducing or strengthening laws on data protection, AI governance, and cybersecurity.”
Its annual reports, year by year
Sentences naming AI in each annual report, counted by one rule, beside the median report in the Index that year. Each count links its filing. Every company, by year and sector
Headcount by filing year
As reported in each year's annual report, with the filing. A year marked not read had no figure the reading could take from the report's text.
| Period | Employees | Filed | Filing |
|---|---|---|---|
| 2025-12-31 | 28,518 | 2026-02-26 | 10-K |
| 2024-12-31 | 27,345 | 2025-03-04 | 10-K |
| 2023-12-31 | 23,053 | 2024-03-26 | 10-K |
Limits of this reading
- Most of the workforce is abroad (89%); the U.S. patterns apply to the whole under rule 7.
- No count for the retail shops or operations beyond the technology function: the gambling share is the remainder, by description (c).
Source: the company's annual report on EDGAR, accession 0001635327-26-000005, the filing. Read by Claude Fable 5.1 under rubric version 1, by the method. A company can write to info@stratussc.com to have its reading checked against its filing.
Questions about this company
- How much of Flutter Entertainment plc's working time is within reach of AI?
- An estimated 21% now and 39% by the end of 2028, on METR's long-run pace at four in five, from the workforce Flutter Entertainment plc's own annual report describes and BLS staffing patterns for its industries, never from a roster. It is an estimate with a stated method. It is not a forecast of jobs lost or of savings, and it says nothing about what the company will do.
- How many people does Flutter Entertainment plc employ?
- 28,518 as of December 31, 2025, as its annual report for the period ending December 31, 2025 states. About 11% in the U.S.
- What kinds of work make up Flutter Entertainment plc's workforce?
- Read from its annual report as a blend of 2 industry staffing patterns, the largest Gambling Industries; by those patterns the work is about 41% desk work, 20% people work and 39% body work. Each share has a one-sentence reason on this page that can be checked against the filing.
- What does Flutter Entertainment plc's annual report say about AI?
- 26 sentences in the filing name AI. Its annual reports for fiscal 2023 to 2025 name it in 14, 17 and 26 sentences, year by year. They are counted and quoted on this page, never judged: a count says how much a filing talks about AI, not what the company does with it.
- How is this estimated?
- Claude Fable 5.1 read the annual report under the Index's written rubric (version 1) on October 3, 2026: the stated headcount, the share in the U.S. when stated, and the workforce as a blend of industry staffing patterns. The estimates are the site's industry estimates weighted by those shares, from O*NET tasks with estimated lengths and METR's measurements of how long a task AI models can finish. A company can write to info@stratussc.com to have its reading checked against its filing.
Embed these figures on your site
A small card with the share of working time within reach now and at the end of 2027, 2028 and 2030, the date and a link back. Free under CC BY 4.0; the card carries the credit.