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A Game-Changer for QSR: Jollibee enters gaming with Octopus&Whale

MANILA, PHILIPPINES – Jollibee has just made its boldest move yet — and it all starts with the menu. With the launch of GameJoy, the beloved fast-food brand steps into the gaming arena with an eat-to-earn campaign that’s as culturally resonant as it is commercially sharp. Led by game and brand experience design agency Octopus&Whale, […]

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MANILA, PHILIPPINES – Jollibee has just made its boldest move yet — and it all starts with the menu. With the launch of GameJoy, the beloved fast-food brand steps into the gaming arena with an eat-to-earn campaign that’s as culturally resonant as it is commercially sharp.

Led by game and brand experience design agency Octopus&Whale, “GameJoy” goes beyond a typical brand collaboration — it’s a first-of-its-kind ecosystem that unites Jollibee with UniPin’s universal e-wallet platform and top game publishers like Garena, NetEase, and OurPalm to reward fans for what they already love doing: eating at Jollibee and playing games.

Launched across all Jollibee stores nationwide, the campaign introduces GameJoy Credits — virtual currency earned with every GameJoy Combo purchase, redeemable across UniPin’s catalog of over 10,000 games. The activation flips the traditional “in-game” model, instead creating a real-world entry point into the gaming economy.

“We know gamers hate being interrupted,” said Ferns Yu Jr., Jollibee Philippines President, at GameJoy Con, the brand’s first gaming convention. “So instead of jumping into their games, we opened our doors and invited them into ours — with free rewards waiting.”

Octopus&Whale’s challenge: Create a campaign that honors Jollibee’s heritage while speaking authentically to the hyper-connected, hyper-discerning gaming community.

“Contrary to the stereotype, gamers aren’t a monolith; they are as diverse as the games they play,” said Dorothy Dee Ching, VP & Head of Marketing at Jollibee. “So we created a reward that works across genres, platforms, and player types — something that brings all types of gamers together and brings the joy of eating and gaming to everyone. That’s what Jollibee is all about.”

Sponsor

“This couldn’t be just a simple brand partnership,” said Joey David-Tiempo, Founder and CEO of Octopus&Whale. “This is Jollibee — a global Filipino icon. The idea had to be culturally grounded, frictionless, and playable by anyone, whether you’re into Call of Duty Mobile, Eggy Party, or MU Origins. If there’s one thing Filipinos agree on, it’s that we all eat at Jollibee. So we asked ourselves: what if eating at Jollibee meant you were already in the game?”

The result is a campaign that sets a new benchmark for QSR-brand participation in gaming:

What makes GameJoy different?

  • Playable IRL – Unlike typical gaming activations, GameJoy starts in the real world with a meal and ends with in-game value. It’s gaming you can taste.
  • Every Meal is Currency – The more you eat, the more you earn. Each Gamejoy Combo comes with a code that unlocks Gamejoy Credits — making every meal a step closer to your next in-game reward.
  • Ecosystem-Led, Not Brand-Intrusive – Gamejoy brings together multiple industry players — including UniPin, Garena, NetEase, and Ourpalm — in a seamless experience never before  seen in regional brand marketing.
  • Locally Relevant, Globally Scalable – Born out of Filipino gaming behavior but designed to expand across markets.

From a brand perspective, GameJoy drives both foot traffic and cultural capital. From a gamer’s perspective, it legitimizes fast food as part of the gaming lifestyle. And from an industry standpoint, it sets a precedent.

“A campaign like this uplifts the entire ecosystem,” said DC Dominguez, Country Head of UniPin PH. “It brings inclusivity to a fragmented space — something Jollibee is uniquely positioned to do.”

Garena’s Game Publishing Producer Nicolas Ting added, “It’s more than a campaign; it’s a grassroots movement that brings play to people—wherever they are. This is a strong example of how brands can connect with gamers not just through ads or sponsorships, but through experiences that are deeply rooted in local culture.”

Jollibee GameJoy proves that when creativity is culturally tuned and ecosystem-driven, it can unlock new spaces for brands — not just to show up, but to belong.

Octopus&Whale is an affiliate partner of Stagwell (NASDAQ: STGW).



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Game-Based Learning with Copilot+ PCs

If you walked into a high school classroom today, you might be in for a surprise. Instead of textbooks and chalkboards, you’ll find Windows PCs, esports tournaments, and students solving real-world challenges through gaming. With Copilot+ PCs, it’s easier than ever for teachers to engage students through educational gaming and get them ready for the digital economy. […]

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If you walked into a high school classroom today, you might be in for a surprise. Instead of textbooks and chalkboards, you’ll find Windows PCs, esports tournaments, and students solving real-world challenges through gaming. With Copilot+ PCs, it’s easier than ever for teachers to engage students through educational gaming and get them ready for the digital economy.

Let’s dive into why gaming is no longer just a pastime—and how it’s powering the classroom of the future.

What is educational gaming and why is it gaining momentum?

Educational gaming is exactly what it sounds like—using digital games to teach and reinforce academic concepts. It’s also known as game-based learning, and it’s catching on fast in high schools.

Instead of zoning out during lectures, students are exploring ancient civilizations through virtual timelines, solving puzzles with algebra, or learning physics through simulated lab games. The result? More focus, more excitement, and more “aha!” moments.

Games meet students where they already are—and turn their screen time into learning time.

Game-based learning makes core subjects click

When students learn through games, they’re not just consuming content—they’re applying it.

  • In math, they solve puzzles using logic and geometry.
  • In science, they run experiments and see the outcomes instantly.
  • In language arts, they write characters, craft stories, and analyze narratives.
  • In history, they role-play through key moments in time.

Instead of memorizing facts for a test, students are immersed in the material—and they remember it better because they’ve lived it.

The tech that makes it possible: Copilot+ PCs and Windows 11

To power this kind of learning, schools need more than standard-issue laptops. That’s why so many are turning to Copilot+ PCs.

Here’s why they stand out:

  • They’re fast. Up to 47% faster than the latest MacBook Air with M31 and 5x faster than older Windows laptops2 still used in many schools. That means no lag, even with high-performance games or multitasking.
  • They’re smart. They include Copilot, an AI assistant that helps students write, research, stay organized, and more.
  • They’re compatible. Whether it’s esports platforms, coding tools, or creative software, most apps run smoothly on Windows.
  • They’re secure and classroom-ready. With built-in protection and easy setup, IT teams can manage devices across the school, while teachers focus on teaching.

Bottom line: Copilot+ PCs help schools unlock the full potential of classroom gaming—and then some.

Esports in schools: how students are getting in the game

Esports—short for electronic sports—are organized video game competitions where students team up, train, and go head-to-head in popular games like Minecraft. Think of it as the digital cousin of varsity sports, complete with coaches, team jerseys, and high-stakes tournaments.

But it’s more than just play. Esports are giving students a chance to build confidence, sharpen their strategic thinking, and learn how to work together—whether they’re competing for bragging rights or college scholarships. For many students, especially those who don’t connect with traditional athletics, esports offer a whole new way to get involved, feel seen, and thrive.

With high-performance Copilot+ PCs powering their gameplay, students are learning valuable skills in communication, leadership, and decision-making—all while doing something they genuinely love.

Learning real-world skills through play

Gaming in the classroom isn’t just about academic subjects or after-school competition. It’s also teaching students the kinds of skills they’ll need long after graduation.

Here’s what they’re gaining:

  • Critical thinking and adaptability
  • Digital literacy and cybersecurity awareness
  • Creative problem-solving and project management
  • Storytelling, communication, and teamwork

And with Copilot+ PCs and Windows 11, students get AI-powered tools to help them write, brainstorm, and manage projects—helping to turn them into stronger thinkers and creators.

How schools are making gaming programs happen

Schools don’t need to overhaul their entire curriculum to introduce classroom gaming.

Here’s how educators are getting started:

  • Investing in Copilot+ PCs for classrooms.
  • Integrating game-based learning into math, science, English, and history.
  • Launching esports teams with structure and mentorship.
  • Training teachers to use games effectively.
  • Ensuring equity so all students have access to the tech.

Some schools are even creating mobile gaming labs—carts loaded with PCs that rotate between classrooms—giving every student a turn.

Tackling concerns the smart way

Let’s address the elephant in the room: screen time, distractions, and cost. Schools are approaching these concerns with thoughtful solutions:

  • Structured play: Games are integrated into lessons with clear goals and educational outcomes.
  • Screen balance: Game time is scheduled alongside traditional learning and offline activities.
  • Progress tracking: Teachers use game analytics to monitor growth and participation.
  • Cost-effective planning: Schools take advantage of education discounts and funding programs to get started.

With the right structure, gaming becomes a tool—not a distraction.



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Extron Powers New 7,000-Square-Foot Arena

Bartow County School System, located in the rural foothills of Georgia’s Appalachian Mountains, recently opened a 7,000-square-foot Esports Arena on the campus of Cass High School. It was designed with seating for 500, specialized esports furniture, high-powered gaming PCs, professional arena lighting, and audiovisual features that include a 220-inch LED video wall and 56,000 watts […]

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Bartow County School System, located in the rural foothills of Georgia’s Appalachian Mountains, recently opened a 7,000-square-foot Esports Arena on the campus of Cass High School. It was designed with seating for 500, specialized esports furniture, high-powered gaming PCs, professional arena lighting, and audiovisual features that include a 220-inch LED video wall and 56,000 watts of sound. Not only will students be competing in Georgia High School Association and PlayVS sanctioned events from this arena, but they will get hands-on experience in game development, play-by-play sports announcing, theatrical lighting, and sound design. Extron AV signal switching, distribution, control, and audio technology help to make the Esports Arena a dazzling experience for players and audiences alike.

[AV Technology Manager’s Guide to Esports 2025]

Gamers playing esports as a crowd looks on.

(Image credit: Extron)

“The Extron team went above and beyond to ensure the success of the project,” said Dalton Jones,
director of esports at Georgia-based education solutions company PowerUpEDU, which had overall responsibility for pulling the education technology elements of the project together. “Extron’s extensive experience outfitting esports venues with effective AV systems smoothed the way for our project. NAV Pro AV over IP is working well in the Bartow County esports arena, providing reliable AV distribution and switching.”



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The Lede Company Acquires Element Brand Group

The Lede Company has acquired Element Brand Group, the Los Angeles and New York-based brand partnerships and integrated marketing agency. Heather Leeds Greenfield, founder of Element Brand Group, will join The Lede Company as partner and head of brand partnerships. The news was announced Tuesday by Lede co-founders and co-CEOs Amanda Silverman, Christine Su, Meredith […]

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The Lede Company has acquired Element Brand Group, the Los Angeles and New York-based brand partnerships and integrated marketing agency. Heather Leeds Greenfield, founder of Element Brand Group, will join The Lede Company as partner and head of brand partnerships.

The news was announced Tuesday by Lede co-founders and co-CEOs Amanda Silverman, Christine Su, Meredith O’Sullivan and Sarah Rothman.

Element senior vice presidents Michael Kutach and Jill Ormand (along with the rest of the Element team) will also make the move to Lede.

“Joining Lede presents an incredible opportunity to amplify the impact and reach of our services while preserving the boutique, relationship-focused approach that has defined the essence of Element Brand Group,” Leeds Greenfield said in a statement. “The meaningful, culture-driven work we execute on behalf of our clients will now be elevated by the enhanced resources and broader platform afforded by this strategic alliance.”

Greenfield joins Lede with two decades of experience in brand strategy. Since launching Element Brand Group in 2016, the agency has worked with Activision Blizzard, Airbnb, Audible, Coca-Cola, and the United States Olympic & Paralympic Committee. 

“We are thrilled to expand our offerings and capabilities by welcoming the Element Brand Group team to The Lede Company,” Su said. “Heather brings a wealth of experience across fully integrated brand marketing capabilities, alongside a proven track record of creating culturally relevant campaigns for globally recognized brands. This acquisition strengthens our ability to serve clients across all touchpoints of modern brand marketing and communications.”

The Lede Company was launched in 2018, and continues to expand its global presence through the opening of a London office in 2022 and the acquisition of the Paris-based Olivier Bourgis Communication and Marketing (OBCM) in 2023.



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Upcoming Anime Osananajimi to wa LoveCom ni Naranai Reveals New Teaser Visual

A new romantic comedy anime, Osananajimi to wa LoveCom ni Naranai (It’s Not Possible to Be in a Romantic Comedy with a Childhood Friend), has released a teaser visual that offers the first glimpse of its main heroines. The visual hints at the central love triangle, building early anticipation for the upcoming series. The anime […]

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A new romantic comedy anime, Osananajimi to wa LoveCom ni Naranai (It’s Not Possible to Be in a Romantic Comedy with a Childhood Friend), has released a teaser visual that offers the first glimpse of its main heroines. The visual hints at the central love triangle, building early anticipation for the upcoming series.

The anime is rooted on a manga by Shinya Misu, released on Kodansha’s Magazine Pocket since March 2022. Tezuka Productions is making the show, which will air in Japan in 2026. We do not have the cast or staff information.

A Complicated Triangle Between Old Friends

The story centers on Eeyuu, a high school student whose life becomes unexpectedly complicated. His two childhood friends, Shio and Akari, attend the same school and have grown into beautiful, confident young women. Though they appear to treat him as just a friend, Eeyuu finds himself noticing them in a more romantic way—something he tries to keep hidden at all costs. The awkwardness of growing up and developing feelings for close friends is the emotional core of the series.

At the same time, Shio and Akari have their own secrets. The story shows their feelings, mixing friendship, jealousy, and misunderstandings. The three characters share funny, emotional, and sometimes awkward moments as they grow closer.

Osananajimi to wa Romcom ni Naranai será adaptado al anime - Ramen Para Dos

Familiar Genre, Fresh Energy

While romantic comedies featuring childhood friends are a common trope in anime, Osananajimi to wa LoveCom ni Naranai looks to bring a modern and more emotionally layered approach to the formula. The narrative focuses on how growing up changes relationships, even long-standing ones, and how feelings can become confusing when friendship and attraction blur.

With Tezuka Productions—known for both legacy titles and modern works—leading the animation, expectations are high for a visually appealing and heartfelt adaptation. The 2026 release may be a long wait, but fans of romantic comedy anime have reason to be curious about what this twisted love triangle will deliver.

Written By Manika Kayal, Intern, India Today Gaming.



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Hopatcong esports program is leading the way for student engagement

By Kathryn Coulibaly  Video gamers are used to playing in the shadow of other high school sports, but that is changing in high schools across the country. Hopatcong High School’s esports program is not only leading the way, it is dominating the field.   In March, Hopatcong High School’s esports team won a state championship for […]

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By Kathryn Coulibaly 

Video gamers are used to playing in the shadow of other high school sports, but that is changing in high schools across the country. Hopatcong High School’s esports program is not only leading the way, it is dominating the field.  

In March, Hopatcong High School’s esports team won a state championship for the third straight year at the Garden State Esports Winter Championship event, held at Georgian Court University.  

Esports, or electronic sports, are organized competitive video game competitions that are treated with all the electricity and fanfare of professional sporting events.  

Led by Jim McKowen, a computer science teacher and esports coach at Hopatcong High School, as well as the vice president of Programs and Partnerships for Garden State Esports, the Hopatcong esports team is attracting more and more students who have typically felt left out of extracurricular activities.  

“Anyone can participate in Esports,” McKowen says. “Garden State Esports has a unified league for students with special needs. The unified program plays asynchronous games, so all students are able to participate with each other.” 

McKowen has seen esports attract students who are typically left behind. A member of the leadership team at Garden State Esports, a nonprofit scholastic esports league founded by dues-paying educators during the pandemic to help students stay connected, McKowen and his colleagues are committed to building a diverse and inclusive environment in the sport.  

“The students who traditionally don’t do any extracurricular activities are joining esports and making new friends,” McKowen says. “They’re getting the social experience that other students get. We give out student surveys at the end of the season. Students who usually don’t do anything at school have made at least one new friend as a result.”  

For McKowen, Esports are a great way to connect students.  

“Esports really took off during the pandemic,” McKowen says. “This was one of the few clubs that we could run remotely. Hopatcong’s program started while I was teaching at the middle school, but really expanded when I moved to the high school to teach computer science.”  

While video gaming is not always as inclusive as it should be, Garden State Esports is focused on inclusion and equity. As a result of their efforts, there is an overwhelming population of female, nonbinary and transgender students participating at all levels.  

Soft skills that prepare students for any environment 

But the goal is not only to connect students, it’s also to teach them a variety of skills that will serve them well in every environment.  

Students learn a lot of ‘soft’ skills by participating in sports,” McKowen says. “Things like teamwork, communication and leadership. Our students are getting all of those, plus career and technical education tie-ins.”  

McKowen has students who are interested in journalism who are broadcasting the competitions live on YouTube, Twitch and other platforms. One Garden State Esports team member is a semiprofessional esports broadcaster who just started a program with students who are interested in broadcast journalism. The students get a chance to broadcast at the finals.  

Some students are interested in videography or making highlight videos for the team that are uploaded to TikTok and YouTube.  

Those students who are interested in the statistical and analytical part of the program critically examine the game play footage and dissect what went well and how to improve.  

While there are many adult-themed video games, student esports games are age- and school-appropriate. 

“Garden State Esports gives member schools the flexibility to compete in whatever their individual district is comfortable with,” McKowen says. “We have E for everyone, T for teen range, and games like Overwatch, Valorant, Fortnite and League of Legends.”  

According to Garden State Esports, they are currently in about 48% of New Jersey school districts. More than 350 schools are participating across 259 school districts. All told, more than 14,000 New Jersey students are participating in some way.  

Enhancing the high school experience 

The competitions are held on college campuses, providing students with an opportunity to see what college is like. College esports students also participate and partner with younger students to talk to them. Some students have even won college scholarships through esports.  

The atmosphere at in-person championship events is intense. Students play on a stage, in a spotlight and get rock star treatment. In 2023, Hopatcong filmed a video showing esports students striding confidently through the halls of their high school to fan appreciation. The video went viral on TikTok.  

Enhancing students’ high school experiences is an important part of the program. Forty-two percent of students did nothing at their school before joining esports. Ninety-seven percent made at least one new friend through the program and 72% say being part of esports motivates them to come to school.  

At the same time, esports is preparing students for college and the workforce. According to Garden State Esports, 89% of participants report that their team’s academic requirements motivate them to work harder in school. Sixty-eight percent want to attend college in New Jersey, and 57% of participants plan to major in STEM fields when they do.  

“Esports is helping students find a community they may not have had before,” McKowen says. “We want to continue to foster self-esteem, strengthen connection with others and build skills that will serve students in and out of the workforce. The championships are fantastic, but the biggest impact is seeing students thrive.” 

Kathryn Coulibaly is the associate editor of the NJEA Review and provides content and support to njea.org. She can be reached at kcoulibaly@njea.org. 

Garden State Esports 

Garden State Esports exploded onto the scene in 2020 and their ambitious agenda has led to massive growth and enthusiasm across the state. The organization is currently working to build legislative support and circulate curricula. Everyone on the leadership team at Garden State Esports is, or was, an educator, so they understand how to work with schools.  

Working with NJEA representatives, they are putting out guidance for schools to fairly compensate esports coaches. At the same time, they are working to get New Jersey Department of Education approval as a career and technical student organization (CTSO). By getting that designation, they will be able to provide greater opportunities for students.  

With a partnership with Epic Games to teach video game design classes, and Netflix building a facility in New Jersey at the former Fort Monmouth Army base in Eatontown and Oceanport, the stage is set for New Jersey Esports students to launch into careers in gaming.   

But to get their programs recognized and a certificate for completing them, they need to have recognition as a CTSO.  

Garden State Esports is the largest scholastic Esports organization in the country and is leading the way on many fronts. Other states are following New Jersey’s lead and creating more gaming opportunities for students.  





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Nolan Belcher Named UNG Head Baseball Coach

Story Links DAHLONEGA – The University of North Georgia (UNG) has announced Nolan Belcher as the next head baseball coach, ushering in a new chapter in a proud tradition that spans generations. While Belcher becomes just the second head coach since the reinstatement of baseball on campus, he now leads a program […]

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DAHLONEGA The University of North Georgia (UNG) has announced Nolan Belcher as the next head baseball coach, ushering in a new chapter in a proud tradition that spans generations. While Belcher becomes just the second head coach since the reinstatement of baseball on campus, he now leads a program whose legacy began at North Georgia College and continues today at the Peach Belt Conference and NCAA Division II levels. Following a national search, Belcher has signed a multi-year contract to lead the Nighthawks into a new era of excellence.

“We are thrilled to welcome Coach Belcher, his wife Rachel, and their children Brooks and Anna Grace to the Nighthawk family,” said Mary Rob Plunkett, Director of Athletics. “Nolan is a proven winner — as both a player at the highest levels and a head coach who’s built championship programs. His humility, leadership and team-first mindset make him a powerful fit not only for our baseball program but for the broader vision we have for Nighthawk Athletics. We’re excited to partner with him as we take North Georgia Baseball to new heights.”

Belcher brings with him a track record of sustained success. Over five seasons as head coach at Georgia College & State University (GCSU), Belcher compiled a 142-108 (.568) record, leading the Bobcats to four winning seasons and three 30-win campaigns. His 2024 team made history with 37 wins, the program’s highest since 2018, and a run to the NCAA Southeast Super Regional, the first in school history.

Belcher serves as the Peach Belt Conference Baseball Coaches Committee Chair and sits on the NCAA Division II Southeast Baseball Regional Advisory Committee.

He now takes the helm of a UNG team that posted a 41-17 record in 2024, shared the Peach Belt Conference regular-season title, and made its first NCAA Tournament appearance since 2017.

“Stepping into this role at North Georgia is an incredible honor,” Belcher said. “This is a program with rich tradition, passionate fans and a strong foundation for success. My family and I are thrilled to become part of this community, and I look forward to building on what’s been established. Our goal is simple — to leverage the outstanding support and compete at the highest level, with grit, humility and purpose.”

A native of Augusta, Georgia, Belcher starred as a pitcher at South Carolina, winning back-to-back national titles in 2010 and 2011 and helping the Gamecocks to a runner-up finish in 2012. He later became a highly respected pitching coach and recruiter in the Peach Belt Conference and NCAA Division I, developing multiple MLB draft picks and All-Americans.

“UNG is building the most competitive, value-added Division II athletic program in the nation — not just for wins on the field, but for the leadership and impact our student-athletes bring to their communities,” said UNG President Michael Shannon. “Coach Belcher represents the caliber of leadership that drives this vision forward — grounded in excellence, built on accountability and committed to developing young men of purpose. We’re proud to welcome him and his family to UNG.”

Belcher officially begins his tenure at North Georgia on Monday, June 9. An introductory press conference will take place Wednesday (June 4) at 4:00 p.m. in Price Memorial Hall.

 



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