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Debaters call for regulation of social networks to curb Brazil’s illegal betting market

Congressman Bacelar, who requested the hearing, stated that even after the regulation of the betting market in Brazil through Law 14.790/23, there continue to be reports of illegal operators acting in the country without paying taxes or offering consumer protection guarantees. “I believe much of these problems stem from the delay in regulation. For five […]

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Congressman Bacelar, who requested the hearing, stated that even after the regulation of the betting market in Brazil through Law 14.790/23, there continue to be reports of illegal operators acting in the country without paying taxes or offering consumer protection guarantees.

“I believe much of these problems stem from the delay in regulation. For five years it was a completely lawless land. I think efforts have focused on licensing since 2023, and only now are we starting to move towards enforcement. Blocking websites is like drying ice; over 12,000 sites have already been blocked,” he said.

The law conditions the operation of the online betting market on prior approval from the Ministry of Finance and prohibits financial institutions from allowing or conducting financial transactions with unauthorized companies.

“The national financial system, forgive the comparison, knows even who we sleep with—how can it not control and identify this?” Bacelar added.

Enforcement

André Wainer, coordinator of Anti-Money Laundering Monitoring at the Ministry of Finance, reported that the ministry has already authorized 72 companies to operate in the online betting market, representing 164 brands. Another six companies (12 more brands) obtained authorization through court rulings.

Each company pays a monthly supervision fee ranging from R$55,000 (US$9,700) to R$2 million (US$353,000), depending on its size, totaling around R$7 million (US$1.23m) monthly in revenue for the Treasury.

He also noted that inspections began in 2025, with 69 inspection processes already initiated. Of these, 20 sanctioning processes have been opened, with five already resolved—resulting in three warnings and two fines of R$1.2 million (US$211,000) each.

So far this year, the Ministry has requested the blocking of over 7,000 websites from Anatel. Additionally, institutions used for illegal financial transactions are being scrutinized, with 69 institutions already notified.

The Ministry is also engaging with social media platforms to remove profiles that promote illegal betting.

“There were 22 inspections involving digital influencers, and we have communication channels with tech companies to request these takedowns and are negotiating with them to enhance their efforts,” he said.

Wainer mentioned the Ministry is studying parameters to implement a distinctive seal with a token to identify authorized betting operators.

Marcelo Alves da Silva, Anatel’s Superintendent, stated that more than 12,000 sites have been blocked. He explained that Anatel blocks access to these illegal sites—often hosted outside Brazil—since it cannot take down the sites themselves. He advocated for regulating digital platforms.

Responsibility of big tech

Giovanni Rocco Neto, National Secretary for Sports Betting and Economic Development of Sports at the Ministry of Sports, called for greater accountability from big tech companies in combating illegal operators.

“YouTube itself promotes an illegal betting site. That’s public information that must be addressed. This is a complex issue that includes regulating social media, which has become a no man’s land. And it’s not just Google, there’s also Meta, with Instagram—there’s a lot happening there. It’s a black box and it must be held accountable.”

Rocco also said the Ministry has signed five cooperation agreements with monitoring and integrity organizations to strengthen efforts to combat match-fixing. He recommended joining the Macolin Convention, the Council of Europe’s convention against the manipulation of sports competitions.

“We’re fighting a transnational crime. Sometimes the match is happening here but being manipulated abroad—or vice versa—so international cooperation is essential,” he emphasized.

Consumer protection

Vitor Hugo do Amaral, director of the Consumer Protection and Defense Department at the National Consumer Secretariat (Senacon) of the Ministry of Justice and Public Security, stressed that Brazil already has a law—the Consumer Protection Code—to combat illegal practices, including misleading and abusive advertising.

He said Senacon is already conducting training and guidance on the betting market.

“Very soon, we’ll be able to share the main data obtained on the platform Consumidor.gov.br from complaints filed by consumers,” he said.

View of legal operators

Pietro Lorenzoni, Legal Director of the National Association of Games and Lotteries, said there are over 12,000 illegal websites in Brazil that follow no rules, lack anti-money laundering measures, responsible gaming policies, or consumer protections—and still operate using PIX.

According to him, the illegal market is twice the size of the regulated one, which must be based in Brazil, be part of CONAR, follow the Consumer Protection Code, and be supervised by the national financial system. For him, migration to the regulated market is the best way to protect consumers.

He also defended the regulation of technology providers to combat the illegal market: “The best global practice shows that proper regulation of these providers is the most effective way to fight the illegal market, since these same providers might be supporting both legal and illegal platforms. If regulated, they would be required to serve only the legal market.”

Advertising

Heloísa Diniz, Director of Regulatory and Government Relations at the Association of Bets and Fantasy Sports, stated that the illegal online betting market—representing about 50%—constitutes unfair competition because it doesn’t pay taxes, doesn’t protect consumers, and engages in predatory advertising.

To address this, she called for strengthening regulatory and enforcement bodies.

“We’re discussing banning advertising for the regulated sector and imposing additional restrictions—while illegal market ads run freely on digital platforms with no oversight,” she said.

She also mentioned that regulated betting companies can’t publish their apps because app stores block them.

Bacelar and other participants lamented the absence of a representative from the Central Bank in the debate.

Source: Agência Câmara de Notícias





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Tech for a better planet: how student innovations can lead the charge – Young Post

Climate change, plastic pollution and vanishing wildlife are dominating headlines, leaving many of us wondering: can one person make a difference? The answer is yes – especially when we are armed with creativity and technology. Why tech matters in the climate fight The escalating climate crisis demands bold solutions, and technology serves as a critical […]

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Climate change, plastic pollution and vanishing wildlife are dominating headlines, leaving many of us wondering: can one person make a difference?

The answer is yes – especially when we are armed with creativity and technology.

Why tech matters in the climate fight

The escalating climate crisis demands bold solutions, and technology serves as a critical weapon in this fight. From apps that optimise recycling habits to AI systems monitoring deforestation, tech offers tools to both understand and mitigate environmental harm.

However, its role is complex. While innovations like solar-powered sensors or carbon capture are promising, technology can also contribute to the planet’s problems.

For example, training generative AI models like ChatGPT requires massive energy and water resources. A study by KnownHost revealed that ChatGPT alone emits nearly 261,000kg of carbon dioxide monthly – equivalent to 260 flights from New York to London.

Even small digital habits, such as overloading AI with unnecessary requests, compound energy waste. As OpenAI CEO Sam Altman noted in a social media post, adding polite phrases like “please” to ChatGPT queries costs millions of dollars in extra electricity. This underscores a vital lesson: technology’s environmental impact depends on how we design and use it.

Student projects inspire action

At Preface, students are tackling these challenges head on through an annual Innovation Challenge, where young minds design tech-driven solutions for real-world sustainability issues. Here, we spotlight stand-out projects from last year’s competition, demonstrating how even small innovations can create ripple effects for our planet.

This is how Preface’s young innovators are creating practical, planet-friendly tech.

1. Sustainify: a youth-led sustainability education platform

To bridge a gap in youth engagement with sustainability, Boris Lo developed Sustainify,

a web app connecting young changemakers with educational tools, partnership networks and impact-tracking features. In six months, the platform mobilised more than 150 service hours, supported 2,400 users and raised HK$780,000 for underserved communities – proving that tech can turn passion into measurable action.

“Sustainify’s value lies in the youth behind it – their spirit and resolve to drive change,” said Boris, who is 17.

The app has garnered support from Unesco, Carbon Wallet, and Preface CEO Tommie Lo, who emphasised: “We invest in youth because they reimagine solutions with fresh perspectives.”

Boris Lo developed Sustainify, a web app connecting young changemakers with educational tools, partnership networks and impact-tracking features. Photo: Handout

2. Smart recycling bin

When people put the wrong items in a recycling bin, this contaminates the other materials inside, sending them to landfills. Kingsley Cheng, who is now 13, designed an AI-powered bin that uses a camera to identify materials such as plastic, glass and paper while precision motors sort waste automatically and ensure proper recycling.

Kingsley’s product was a winner at Preface’s 2024 Nomad Awards Tech Competition and received recognition from judges and speakers in leading industries. Hopefully, this idea will soon become a reality.

Kingsley Cheng, who is now 13, designed an AI-powered bin that uses a camera to identify materials such as plastic, glass and paper with precision motors that sort waste automatically and ensure proper recycling. Photo: Handout

Your invention could change the world

Innovation isn’t just about scale; it’s about intention. By designing tech that is both powerful and planet conscious, these young minds exemplify how innovation thrives when paired with intention. Whether it’s a smart bin, an energy dashboard or an app uniting global youth, their work reminds us that sustainability starts with a single step – or a single click.

Ellen Lau, Preface’s director, recently spoke at a TEDx Talk event about her journey in empowering students. She highlighted the importance of adapting to change, saying, “In a world where 65 per cent of future jobs don’t even exist yet, it’s important to embrace change and find joy in the process.”

Every line of code, every prototype and every idea contributes to a greener future. Whether you’re improving a smart recycling bin or developing an energy dashboard, your creativity makes a real difference.

Ellen Lau, Preface’s director, speaks at a TEDx Talk event. Photo: Handout

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At PST, we make technology education accessible and fun for learners of all ages. Our mission is to ignite a passion for technology, empowering them to confidently navigate the digital landscape.



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Phygital Sports Market Anticipated To Witness Robust Growth,

Phygital Sports Market Our market reports now include the latest updates on global tariffs, trade impacts, and evolving supply chain dynamics. What Is the Current Phygital Sports Market Size and Its Estimated Growth Rate? The size of the phygital sports market has seen a significant increase in the recent past. The market that is expected […]

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Phygital Sports Market

Phygital Sports Market

Our market reports now include the latest updates on global tariffs, trade impacts, and evolving supply chain dynamics.

What Is the Current Phygital Sports Market Size and Its Estimated Growth Rate?

The size of the phygital sports market has seen a significant increase in the recent past. The market that is expected to grow from $1.67 billion in 2024 to $2.14 billion in 2025, is likely to experience a compound annual growth rate (CAGR) of 27.6%. Factors such as the intensified use of augmented or virtual reality for a more immersive experience for fans, the surging demand for interactive and hybrid forms of sports engagement, the expanding applications of AI in performance analysis and coaching, the increasing trend of connected fitness and intelligent wearables, and the growing investments in blockchain and NFTs for sports assets are all contributing to this historical growth.

Expectations are currently high for the phygital sports market size, with predictions of impressive growth in the coming years. Forecasts suggest it will expand to a value of $5.62 billion by 2029, growing at a compound annual growth rate (CAGR) of 27.4%. This anticipated growth can be connected to a rise in funding and innovative practices in sports technology startups, an increased consumer interest in personalized sports experiences, a growing use of gamification in sports and fitness, an upward trend in using biometric data for athlete performance optimization, and progressive development in smart stadiums with digital enhancements. Key trends to watch in this forecast period include heightened fan engagement, the rise of smart stadiums, the adoption of wearable tech and biometric analytics, the use of AI in training and coaching, increased involvement in esports, and the integration of conventional sports.

Purchase the full report for exclusive industry analysis:

https://www.thebusinessresearchcompany.com/customise?id=23793&type=smp

How Are Emerging Segments Shaping the Phygital Sports Market Landscape?

The phygital sports market covered in this report is segmented –

1) By Sport Type: Football, Basketball, Hockey, Dancing, Racing, Cycling, Shooter

2) By Technology: Virtual Reality, Mixed Reality, Augmented Reality, Internet Of Things, Artificial Intelligence

3) By End-User: Individual Consumers, Sports Teams And Clubs, Enterprises And Event Organizers

Subsegments:

1) By Football: Fantasy Football Platforms, Augmented Reality (AR) Training Tools, Gamified Match Simulations

2) By Basketball: Virtual Coaching Systems, Motion-Tracking Training Apps, eSports Basketball Tournaments

3) By Hockey: AR/VR Training Equipment, Virtual Team Management Platforms, Phygital Hockey Simulators

4) By Dancing: Dance Fitness Gamification Apps, VR Dance Classes, Interactive Dance Competitions

5) By Racing: eRacing Tournaments, AR Racing Simulators, Phygital Motorsport Experiences

6) By Cycling: Virtual Cycling Races, Smart Training Apps, AR Cycling Tours

7) By Shooter: AR Shooter Games, Virtual Target Practice Tools, Shooter eSports Platforms

Get your free sample here:

https://www.thebusinessresearchcompany.com/sample.aspx?id=23793&type=smp

Which Growth Factors Are Influencing Phygital Sports Market Expansion?

The burgeoning interest in e-sports is anticipated to fuel the expansion of the phygital sports market in the future. E-sports, essentially competitive video gaming where participants and teams vie in regimented digital contests, is experiencing growth due to swift technological progress and the worldwide increase in digital connectivity, fostering a vibrant and competitive gaming community. Phygital sports take e-sports to another level by adding real-world athletic components to digital gaming, ensuring a more comprehensive experience. For example, as per Fusion CPA, an American consulting firm, in December 2023, e-sports drew the attention of 530 million viewers using platforms like Twitch, a number forecasted to climb to 577 million by 2024. Hence, the ever-increasing popularity of e-sports is promoting the growth of the phygital sports market.

Who Are the Dominant Players Across Different Phygital Sports Market Segments?

Major companies operating in the phygital sports market are Samsung Group, Meta Platforms Inc., Sony Corporation, EON Reality Inc., PICO Immersive Pte.ltd., Vection Technologies Ltd, ArborXR, Sense Arena, Rezzil Co, Xtadium, Simbott, VR Sport Tv, Visualise Creative Ltd, HQSoftware, Nsocial Enriched Experimental Agency, BrandXR, SPORTZCHAIN, ProYuga, Phygital Sports USA Inc., VR Esports.

What Are the Latest Developing Trends in the Phygital Sports Market?

Prominent firms active in the phygital sports market are concentrating on enhancing their fan engagement platforms, such as phygital sports non-fungible tokens. These advancements aim to boost fan involvement, produce digital collectibles, and generate new streams of revenue. Phygital sports non-fungible tokens (NFTs) are blockchain-based digital assets tied to physical sports memorabilia, which heightens fan engagement and ownership levels. For example, in May 2022, Sportzchain, a sports fan engagement platform based in India, unveiled India’s first phygital sports Non-Fungible Token (NFT). This NFT, a framed match day memento honoring a notable sporting accomplishment, merged tangible memorabilia with digital ownership backed by blockchain, marking a revolutionary shift in fan engagement. To mark this achievement, the Sportzchain team personally presented the exclusive NFT to its recipient, demonstrating their dedication to crafting engaging and immersive fan experiences. This effort perfectly demonstrates the transformative power of phygital assets in redefining traditional sports engagement.

Get the full report for exclusive industry analysis:

https://www.thebusinessresearchcompany.com/report/phygital-sports-global-market-report

Which Geographic Regions Are Expected to Dominate the Phygital Sports Market in the Coming Years?

North America was the largest region in the phygital sports market in 2024. The regions covered in the phygital sports market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

Frequently Asked Questions:

1. What Is the Market Size and Growth Rate of the Phygital Sports Market?

2. What is the CAGR expected in the Phygital Sports Market?

3. What Are the Key Innovations Transforming the Phygital Sports Industry?

4. Which Region Is Leading the Phygital Sports Market?

Why This Report Matters:

Competitive overview: This report analyzes the competitive landscape of the 3D imaging software market, evaluating key players on market share, revenue, and growth factors.

Informed Decisions: Understand key strategies related to products, segmentation, and industry trends.

Efficient Research: Quickly identify market growth, leading players, and major segments.

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This release was published on openPR.





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Leg Day Just Got Smarter with EGYM

EGYM’s Smart Strength Squat makes an exercise that was once challenging to execute, now safe, effective and smart EGYM, a worldwide fitness technology leader, is applying its commitment to innovation to one of the industry’s most foundational movements.  This spring, the brand unveiled the Smart Strength Squat, a fully digital, guided squat machine that unlocks […]

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EGYM’s Smart Strength Squat makes an exercise that was once challenging to execute, now safe, effective and smart

EGYM, a worldwide fitness technology leader, is applying its commitment to innovation to one of the industry’s most foundational movements. 

This spring, the brand unveiled the Smart Strength Squat, a fully digital, guided squat machine that unlocks the benefits of an essential exercise for every fitness level and is particularly attractive to younger individuals prioritizing weight training. For clubs, it’s a way to meet the demand for lower-body training and differentiate your gym by offering industry-leading technology.

But while this innovation from EGYM creates positive effects for end users immediately, that’s only half the story. The way the Smart Strength Squat benefits gyms looking to secure new members and grow the EGYM ecosystem takes things a step further. 

Eliminating Intimidation

Squats are often called the “king” of compound exercises for good reason. They activate major muscle groups across the legs, glutes and core, improve functional strength, and support better mobility and athletic performance.

But weighted squats aren’t easy to master. Lack of guidance on proper form and weight choice can intimidate beginner-level members and even lead to injury. Experienced members also risk poor form when fatigue sets in, especially when they don’t have a spotter.

“The squat is the cornerstone of effective strength training for the lower body, yet it remains one of the most intimidating and technically challenging exercises for many exercisers,” said EGYM North America General Manager, Dana Milkie.

EGYM Squat rep
credit: EGYM

EGYM eliminates this intimidation factor with the Smart Strength Squat, putting members in control and every squat-related benefit within reach.

“From the beginning of the process, digital resistance removes the need for setting up weight plates, which can be intimidating or annoying to some,” said Milkie. “Adding the automated machine adjustments and guided range of motion reduces the setup time while boosting safety. It allows for tailored and gradual progress, enabling beginners to train independently and with confidence.

“We saw an opportunity here to improve this foundational movement for everyone, giving advanced athletes a much safer way to push to their limits and reach higher training stimuli through advanced training methods, while making it more approachable for those who have previously avoided squats altogether,” Milkie added. “The machine supports training methods like negative, adaptive and explonic modes, enabling high training stimuli without the need for a spotter. It’s a rare combination, one machine that empowers beginners while delivering the training intensity experienced users demand.”   

Gamification and Growth Elements

The Smart Strength Squat’s visual cues do more than just set the grounds for a safe and effective workout. They also sprinkle in an element of fun.

“Our visualization options, as well as our gamified ‘max out’ training method, are engaging forms of feedback, encouraging the users to go all in,” said Milkie. “Progress tracking through the connected software and the automatic adaptation of training weights and periodization, based on recurring strength tests, turn each workout into a data-driven experience, motivating users to beat their best while staying safe and consistent.”

The machine also benefits, and benefits from, the interconnectivity of the entire EGYM ecosystem. Through EGYM Genius, the AI-powered workout platform that weaves together entire gym floors to create tailor-made workouts, real-time performance data is used to instantly adjust workouts and personalize progress. 

See Also

Man wearing pride t-shirt and doing a pull up at a gym.

“This accelerates learning by helping members see what works, stay motivated and achieve results faster, all while the system refines their program with each session for optimal outcomes,” said Milkie. “Because the Smart Strength Squat machine is included in the EGYM ecosystem, it leverages the same approach to inform and advance members’ lower body workouts in a hyper-personalized way.”

This, paired with the Overhead Squat Flexibility Test, which measures a user’s flexibility levels through 3D analysis technology and relays that information back to them in an easy-to-digest manner, allows EGYM to surround the workout format with targeted support and intel. 

EGYM squat test
credit: EGYM

Feedback Thus Far

There’s already a significant amount of momentum surrounding the Smart Strength Squat. It hasn’t taken long for the industry to recognize the machine’s advantages for both trainers and operators alongside their members.

“Trainers are excited about the reduced onboarding time for beginners and how easily their members can now access a highly effective but complex compound movement like the squat,” said Milkie. “Advanced lifters are particularly drawn to the ability to safely reach muscular failure without needing a spotter. Our negative, adaptive and explonic training methods open up new possibilities in squat training that were previously not possible. This combination of performance and safety is something the market has never experienced before.”

EGYM Smart Strength Squat
credit: EGYM

The Smart Strength Squat is a clear indicator that EGYM continues to establish itself as the groundbreaking facilitator of modern fitness. 

“When people look back we want this launch to be remembered as the moment squats became truly smart and accessible for all,” said Milkie. “We believe the industry will say that EGYM didn’t just innovate and add another machine, we redefined what strength training can be in the digital age by bringing these functionalities to such a complex exercise.”





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Home consoles turned video games into a multibillion-dollar industry – Las Vegas Sun News

Tuesday, June 10, 2025 | 2 a.m. Editor’s note: “Behind the News” is the product of Sun staff assisted by the Sun’s AI lab, which includes a variety of tools such as Anthropic’s Claude, Perplexity AI, Google Gemini and ChatGPT.   Video game consoles have evolved dramatically since their inception in the early 1970s, transforming […]

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Editor’s note: “Behind the News” is the product of Sun staff assisted by the Sun’s AI lab, which includes a variety of tools such as Anthropic’s Claude, Perplexity AI, Google Gemini and ChatGPT.

 

Video game consoles have evolved dramatically since their inception in the early 1970s, transforming from simple entertainment devices into powerful multimedia platforms that have revolutionized global culture and become a multibillion-dollar industry.

As video games enter their next major evolution with Nintendo releasing the Switch 2 last week, here’s a look at how home consoles have evolved from the beginning.

 

First generation (1972–1983): The dawn of home gaming

The Magnavox Odyssey, debuting in 1972, marked the beginning of home video gaming, allowing people to play simple games on their television sets[1]. This pioneering system led the way for other early machines like the Atari Pong consoles, which offered basic graphics and gameplay but established the foundation for what would become a global phenomenon.

 

Click to enlarge photo

An Atari console is seen at the Computer and Video Game Archive at the Duderstadt Center at the University of Michigan in Ann Arbor, Michigan.


Photo by:

Carlos Osorio / AP, file

Second generation (1976–1992): The Atari revolution

The introduction of the Atari 2600 in 1977 fundamentally revolutionized early gaming experiences and brought the medium into mainstream culture[2]. This groundbreaking console was the first to achieve widespread commercial success, transforming video gaming from a public arcade activity into a home entertainment staple.

 

Handheld gaming emerges

Nintendo’s Game & Watch series (1980) pioneered portable gaming, selling over 40 million units and setting the stage for future handheld consoles[4].

 

Third generation (1983–1995): Nintendo’s revolution

The Nintendo Entertainment System (NES) revitalized the industry after the 1983 video game crash, introducing iconic franchises like Super Mario Bros. and The Legend of Zelda. Nintendo dominated this era, selling approximately 62 million units, while Sega’s Master System also entered the market, selling about 20 million units worldwide[17].

 

Fourth generation (16-bit, late 1980s–1990s): Console wars

The Sega Genesis and Super Nintendo Entertainment System (SNES) brought improved graphics, sound and larger game libraries. This period saw the rise of competitive gaming and beloved series like Sonic the Hedgehog and Street Fighter, with both systems achieving significant success — the Genesis sold around 31 million units while the SNES reached 49 million[6].

 

Fifth generation (mid-1990s): Sony enters the arena

Sony’s PlayStation marked a pivotal moment in gaming history, using CDs instead of cartridges to allow for bigger, more complex games. While Nintendo 64 and Sega Saturn also competed, PlayStation’s extensive library and strong third-party support made it a market leader.

 

Click to enlarge photo

A seller stacks up the Sony Playstation 2 game consoles Nov. 24, 2000, at the electronic supermarket Mediamarkt in Krefeld, Germany.


Photo by:

Frank Augstein / AP, file

Sixth generation (late 1990s–2000s): PlayStation dominates

The PlayStation 2 became the best-selling console of all time, with over 160 million units sold and a vast library of games[7]. Nintendo’s GameCube and Microsoft’s debut Xbox also launched during this period, introducing new franchises and online play capabilities.

 

Seventh and eighth generations: Innovation and connectivity

Nintendo’s Wii broadened gaming’s appeal through motion controls, while Xbox 360 and PlayStation 3 and 4 pushed online connectivity and multimedia features. Handheld systems like the Nintendo DS (76 million units sold) and PlayStation Portable continued the portable gaming tradition[8].

 

Modern era: Hybrid gaming vs. next-gen power

The Nintendo Switch revolutionized gaming by blending home and portable experiences, selling over 152 million units and approaching the PlayStation 2’s all-time record[9]. Meanwhile, PlayStation 5 (over 72 million units) and Xbox Series X/S offer cutting-edge graphics, speed and online ecosystems.

 

Key growth drivers

  • Technological innovation: Advances in AI, cloud gaming, blockchain and 5G connectivity have made gaming more accessible and immersive[11].
  • Diverse revenue streams: The industry generates revenue through game sales, in-game purchases, subscriptions, advertising, esports and streaming[12].
  • Mobile and casual gaming: Smartphones and app stores have democratized gaming, attracting billions of players including previously underrepresented demographics[13].
  • Esports and streaming: Competitive gaming and platforms like Twitch have created new economies, with tournaments offering multimillion-dollar prize pools[14].

 

Economic impact

In 2024, the U.S. video game industry alone generated $59 billion in revenue and supported approximately 350,000 jobs[15].

Nearly 3 billion people worldwide play video games across all demographics[16].

 

Core appeals of gaming

  • Social connection: Games serve as powerful social hubs, with over two-thirds of global players saying games introduce them to new relationships[19]. More than half report that gaming helps them feel less isolated.
  • Mental health benefits: Globally, 71% of surveyed players said gaming helps them feel less stressed, with many using games to manage mental health[20].
  • Accessibility and variety: The convenience of modern gaming — free downloads, instant mobile access and diverse genres — makes it easy for anyone to participate[21].
  • Creativity and exploration: Games allow players to explore new worlds, try different roles and express creativity without real-world consequences.
  • Family bonding: Gaming bridges generational gaps, turning family activities into digital experiences where multiple generations play together.

Most in-demand games and franchises

  • Classic franchises: Super Mario, The Legend of Zelda, Pokémon, Sonic the Hedgehog, Final Fantasy and Grand Theft Auto remain perennial bestsellers.
  • Modern blockbusters: The Legend of Zelda: Breath of the Wild, Mario Kart 8 Deluxe, Call of Duty, FIFA and Fortnite dominate recent sales charts.
  • Emerging trends: Mario Kart World and other first-party Nintendo games are among the most anticipated titles for new hardware launches.

 

Looking forward: Switch 2 is next up

The Nintendo Switch 2 represents the next evolution in gaming technology, powered by a custom Nvidia processor featuring dedicated RT Cores and Tensor Cores for stunning visuals and AI-driven enhancements[23]. This advancement exemplifies the industry’s continued push toward more powerful, accessible and innovative gaming experiences.

 

From Pong to the Switch 2, the history of video game consoles represents a story of creativity, competition and constant reinvention. What began as simple electronic entertainment has evolved into the world’s largest and most dynamic form of entertainment, captivating billions worldwide through technological innovation, social connection and the fundamental human love of play.





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Warner Bros. Discovery to split into two companies

By MICHELLE CHAPMAN, AP Business Writer NEW YORK (AP) — Warner Bros. Discovery will calve off cable operations from its streaming service, creating two independent companies as the number of people “cutting the cord” brings with it a sustained upheaval in the entertainment industry. HBO, and HBO Max, as well as Warner Bros. Television, Warner […]

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By MICHELLE CHAPMAN, AP Business Writer

NEW YORK (AP) — Warner Bros. Discovery will calve off cable operations from its streaming service, creating two independent companies as the number of people “cutting the cord” brings with it a sustained upheaval in the entertainment industry.

HBO, and HBO Max, as well as Warner Bros. Television, Warner Bros. Motion Picture Group, DC Studios, will become part of the streaming and studios company, Warner Bros. said Monday.

The cable company will include CNN, TNT Sports in the U.S., and Discovery, top free-to-air channels across Europe, and digital products such as the Discovery+ streaming service and Bleacher Report.

Shares jumped 11% at the opening bell.

Warner Bros. Discovery CEO David Zaslav will become serve as CEO of the company that for right now is called Streaming & Studios. Gunnar Wiedenfels, chief financial officer of Warner Bros. Discovery, will be CEO of the cable-focused entity, for now known as Global Networks.

“By operating as two distinct and optimized companies in the future, we are empowering these iconic brands with the sharper focus and strategic flexibility they need to compete most effectively in today’s evolving media landscape,” Zaslav said in a statement.

Just days ago Warner Bros. Discovery shareholders in a vote that was symbolic as it’s nonbinding, rejected the 2024 pay packages of some executives, including Zaslav, who will make more than $51 million.

Warner Bros. Discovery said in December that it was implementing a restructuring plan in which Warner Bros. Discovery would become the parent company for two operating divisions, Global Linear Networks and Streaming & Studios. That was seen as a preview of the separation announced Monday.



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TNT Sports is approaching life support after WBD split

Monday morning, news broke that Warner Bros. Discovery (WBD) would be splitting into two companies: one that houses its TV and movie studio along with its Max (soon to be HBO Max) streaming service and another that houses its legacy assets, including the TNT Sports family of cable networks. It was an expected move. Last […]

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