Technology
Levelling Up Safely: How Self-exclusion and Limit Settings are Saving the Game
This is a guest post by Shreyasi Tripathi, a technology policy professional and Atulya Gupta, Head of Public Policy and Advocacy at Kaio. When the internet first entered our lives, it was a frontier of limitless potential and equally limitless uncertainty. Each new use case, from social media to e-commerce to digital payments, brought with […]

This is a guest post by Shreyasi Tripathi, a technology policy professional and Atulya Gupta, Head of Public Policy and Advocacy at Kaio.
When the internet first entered our lives, it was a frontier of limitless potential and equally limitless uncertainty. Each new use case, from social media to e-commerce to digital payments, brought with it a wave of opportunity followed closely by challenges: fraud, misinformation, harassment and addiction. Yet over time, these issues were met with innovation, regulation, and growing digital literacy.
Gaming is the latest frontier in this evolution. As it becomes a dominant form of entertainment, especially in India, it too faces its set of growing pains ranging from financial harm to mental health concerns. Recent events saw a student being allegedly held captive in Kanpur over gaming debts and a Bhubaneswar youth being found dead, with problem gaming being suspected, underscoring the urgent need to spotlight responsible gaming practices.
While the online gaming industry in India stands out as the fastest-growing segment in new media, mishaps like these are on the rise. Even amidst facing the threat of illegal offshore betting platforms, gaming accounted for 30% of the total new media market revenue and reached $3.8 billion in valuation. In 2024, the gaming consumer base reached a staggering 442 million, with the average time spent on gaming increasing by 30% to 13 hours per week, catapulting India to become the second-largest gaming community in the world.
These numbers speak volumes about the growing interest in gaming in the Indian market. The benefits of gaming – entertainment, community, improved cognitive function, and spatial reasoning – are now well studied and recorded. However, excessive gaming has its own share of drawbacks. These range from risk of online scams, financial strain, dependence on the virtual world, as well as adverse impact on physical and mental health, including sedentary lifestyle, irregular sleep, anxiety and depression. The urgency with which we should empower users with the right information to protect their health grows by the day. This underscores the need for all stakeholders,industry, Government and players, to ensure online safety and responsible play.
With the aim of fostering responsible play, gaming companies offer players a system of checks and balances; self-exclusion and limit settings being the most widely accepted measures. These tools are only as effective as their use, placing a significant share of the responsibility on players to engage with them meaningfully. Self-exclusion acts as a reset button that not only slashes time and money spent by players on gaming but also relieves stress and boosts mental wellbeing. It’s a powerful pause that helps break the cycle of harmful habits and reclaim balance. On the other hand, limit-setting tools offer a more flexible approach. These result in healthier gaming patterns, stronger self-control, and a better understanding of one’s spending. According to research, even intense users have shown marked reductions in both participation and expenditure over time.
A recent study, analysing data of 8,300 users, evinces the efficacy of these measures.1 They found that when players voluntarily excluded themselves, or set limits on their game-play, they spent less money, played fewer games, but their winnings per game were higher than before. The findings highlight that the real impact hinges on players choosing to use these tools.
Compared to external regulations such as complete bans, or time-restrictions imposed by the government, which are difficult to enforce and have easy work-arounds, these tools, due to their reliance on self-resolve, can ensure that a player can reap the positive benefits of online gaming, without risking unhealthy consequences.
While self-exclusion and limit setting tools have proven to be efficient in tackling problem gaming behaviours, they have their own limitations. Short-term exclusions often fall short, and for some players, the return to gaming triggers a rebound—playing harder after the pause. Emotional fallout like isolation and deprivation can make things worse, especially in the absence of ongoing psychological support. Further, its lack of flexibility makes it harder to follow as a sustainable practice. Though more flexible, limit-setting tools come with their own share of cracks. Users can tweak or bypass them, especially when driven by compulsive habits or the urge to chase rewards. Overly strict systems may even backfire, pushing players toward alternative platforms or anonymous accounts. Further, the success of these tools is also dependent on the intrinsic behaviour of players and external factors such as social media exposure and peer pressure.
Thus, these tools need to be accompanied by targeted and adaptable measures, taking into consideration psychological and external factors affecting gaming behaviour, and also the creation of support systems for the sustenance of safe gaming habits. However, with the knowledge that these tools are effective in addressing problem gaming behaviours, regulators, gaming companies and civil society must take note and ensure that these options are available to all gamers. More importantly, generating awareness amongst users about the value these tools might add to their gaming experience will have a significant impact.
To sustain the momentum of India’s booming gaming industry, it is essential to balance growth with user well-being. As the sector evolves, so must the safeguards that accompany it. Responsible gaming tools like self-exclusion and limit-setting are not just optional add-ons, they are evidence-backed solutions that empower players to make informed choices. Ultimately, the onus of responsible play rests significantly with the players themselves, who must take active steps to use these tools wisely. Through collaboration among industry, government and users themselves, and greater awareness and accessibility of such features, India can foster a gaming ecosystem that not only rides high on technological innovation but also builds consumer trust and takes accountability. Only then can the promise of online gaming truly be fulfilled: for players, platforms, and the future of the nation.
Views expressed in the article are the personal opinion of the authors.
Technology
Stop what you’re doing and imagine these companies sponsoring Virginia Tech
The college athletics world is changing and changing very fast. We are in a new world of money where athletes are paired with Name, Image & Likeness (NIL), and the transfer portal has essentially become professional sports free agency. Universities are always looking for a way to bring in as much revenue as they can […]

The college athletics world is changing and changing very fast. We are in a new world of money where athletes are paired with Name, Image & Likeness (NIL), and the transfer portal has essentially become professional sports free agency.
Universities are always looking for a way to bring in as much revenue as they can to fund their big programs like football and basketball, but it’s also important to spread the money around as well to other programs to be able to compete, and in Virginia Tech’s case, the ACC.
Soaring to Glory got creative and posted some funny corporate sponsors for some of the top programs in the country, which got us thinking, which corporate sponsors with be a perfect fit for Virginia Tech? We asked ChatGPT to provide us with some corporate sponsors that would be great fits, and this is what it came up with. Boy, some are these would be absolutely perfect. Here is what ChatGPT came up with, and again, this is all for fun.
1. Hokie Home Repair
Slogan: “Fixing your house faster than a Hokie can score!”
2. Gobblers’ Gadgets
Slogan: “Where tech meets turkey, and innovation is always on the menu!”
3. Techie T-Shirts
Slogan: “Wear your pride, even if it’s a little wrinkled!”
4. Hokie Hydration Station
Slogan: “Quenching thirsts since the dawn of time—well, at least since last season!”
5. Lane’s Lawn Care
Slogan: “Making your yard look as good as our game day field!”
6. Hokie Hilarity Comedy Club
Slogan: “Where the only thing funnier than our jokes is our rivalry!”
7. Beamer’s BBQ Sauce
Slogan: “Slather it on like we slather on the wins!”
8. Nerdy Nibbles Snack Co.
Slogan: “Fueling your brain and your belly for finals and football!”
9. Gobblers’ Go-Karts
Slogan: “Race to the end zone—just don’t forget to signal!”
10. Tech Tonic Spa
Slogan: “Relaxation for stressed students after a tough game!”
Now, which one would be you favorite?
Technology
AESF President praises India’s WAVES Esports Championship and ESFI’s efforts
The Asian Electronic Sports Federation (AESF) has praised India’s recent efforts to strengthen its presence in global esports, highlighting the successful execution of the inaugural WAVES Esports Championship (WESC) held earlier this year in Mumbai. Speaking at the 5th AESF Executive Board Meeting in Bangkok, AESF President Santi Lothong commended the Esports Federation of India […]

The Asian Electronic Sports Federation (AESF) has praised India’s recent efforts to strengthen its presence in global esports, highlighting the successful execution of the inaugural WAVES Esports Championship (WESC) held earlier this year in Mumbai.
Speaking at the 5th AESF Executive Board Meeting in Bangkok, AESF President Santi Lothong commended the Esports Federation of India (ESFI) for organizing WESC as part of the Ministry of Information and Broadcasting’s WAVES (World Audio Visual & Entertainment Summit) held in earlier this year.
The championship, conducted from May 1 to 4, 2025, marked India’s first international esports event hosted on home soil and saw the country secure its first gold medals in global esports competition.
“The WAVES Esports Championship demonstrates India’s growing focus on integrating technology with sports and empowering its youth through esports,” Lothong said. He noted that the event was aligned with the country’s broader efforts to support innovation and international collaboration.
In response, Lokesh Suji, Vice President of South Asia at AESF and Director of ESFI, stated that the recognition from AESF validates India’s potential as a serious esports nation. “WESC proved what can be achieved when talent, vision, and institutional support come together. We thank the Government of India, our partners, and the athletes for this achievement,” Suji said.
ESFI has also been active in sending athletes to other international competitions, including the Asian Games, the Commonwealth Esports Championship, and the World Esports Championships. Officials said these efforts underline a long-term goal of developing a globally competitive esports ecosystem in India.
The AESF noted that it remains supportive of initiatives across Asia that promote competitive excellence and engage youth through structured, inclusive esports development.
Technology
Global Gaming Simulators Market Size, Share And Forecast Report
Gaming Simulators Market Overview of the Gaming Simulators Market: The gaming simulators market is a rapidly expanding segment within the broader gaming industry, characterized by the development and sale of software and hardware designed to replicate real-world experiences in a virtual environment. Gaming simulators encompass a wide range of applications, including flight simulators, racing simulators, […]


Gaming Simulators Market
Overview of the Gaming Simulators Market:
The gaming simulators market is a rapidly expanding segment within the broader gaming industry, characterized by the development and sale of software and hardware designed to replicate real-world experiences in a virtual environment. Gaming simulators encompass a wide range of applications, including flight simulators, racing simulators, and military training simulations, catering to both casual gamers and professional users. The increasing demand for immersive and realistic gaming experiences is driving growth in this market, with advancements in technology such as virtual reality (VR), augmented reality (AR), and high-fidelity graphics enhancing user engagement. As gaming continues to evolve, the simulators market is poised to benefit from innovations that enhance realism and interactivity, making it a key player in the future of entertainment and training.
The global gaming simulators market size reached USD 8.6 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 25.4 Billion by 2033, exhibiting a growth rate (CAGR) of 12.75% during 2025-2033. The surging popularity of esports and competitive gaming, technological advancements in virtual reality (VR) and augmented reality (AR), the pandemic-induced surge in at-home entertainment, rising disposable incomes, innovative partnerships between gaming companies and simulator manufacturers, and the integration of motion-sensing and haptic feedback technologies are factors boosting the market growth.
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Key Highlights of the Gaming Simulators Market:
Technological Advancements: The gaming simulators market is significantly influenced by advancements in technology. Innovations in VR and AR are transforming the way gamers interact with simulations, providing more immersive experiences. High-resolution graphics, realistic physics engines, and advanced haptic feedback systems are enhancing the overall realism of simulators, attracting a broader audience.
Diverse Applications: Gaming simulators are not limited to entertainment; they are also utilized in various sectors, including education, military training, and aviation. Flight simulators are widely used for pilot training, while driving simulators are employed for driver education and testing. This diversification is expanding the market beyond traditional gaming, creating new revenue streams and opportunities for growth.
Growing Popularity of eSports: The rise of eSports is contributing to the growth of the gaming simulators market. Competitive gaming events often feature simulation games, attracting a large audience and encouraging the development of high-performance gaming rigs and peripherals. This trend is prompting manufacturers to create specialized simulators that cater to the needs of competitive gamers, further driving market growth.
Increased Investment in Gaming Infrastructure: With the growing demand for gaming simulators, there has been a notable increase in investment in gaming infrastructure. Companies are investing in research and development to create more sophisticated simulators, while gaming centers and arcades are incorporating advanced simulators to attract customers. This investment is expected to enhance the overall gaming experience and expand the market reach.
Consumer Demand for Realism: Modern gamers are increasingly seeking realistic and immersive experiences, leading to a demand for high-quality simulators. This trend is driving manufacturers to focus on developing simulators that offer unparalleled realism, including detailed environments, accurate controls, and lifelike interactions. As consumers become more discerning, the emphasis on quality and authenticity will continue to shape product development.
Rise of Home Gaming Setups: The trend towards home gaming setups is boosting the gaming simulators market. As more consumers invest in home entertainment systems, they are seeking high-quality simulators that can be integrated into their gaming rigs. This shift is leading to increased sales of gaming peripherals, such as steering wheels, flight yokes, and motion platforms, which enhance the simulator experience.
Impact of Social Media and Streaming: The influence of social media and streaming platforms is significant in the gaming simulators market. Gamers often share their experiences through live streams and social media, creating a community around simulator gaming. This visibility helps to promote new products and innovations, attracting more users to the market and encouraging engagement with simulator games.
Global Gaming Simulators Market Trends:
The increasing popularity of simulation-based learning in educational institutions, which use these tools to enhance student engagement and understanding, and the rise in disposable incomes, allowing more consumers to invest in high-quality, immersive gaming experiences at home, strengthening the market growth. In line with this, the integration of multiplayer and social features and the growing adoption of simulators in professional sports training, where athletes use them to improve skills and performance through realistic practice environments, is providing an impetus to the market expansion.
Factors Affecting the Growth of the Gaming Simulators Industry:
Advancements in technology:
The development of high-performance computing, graphics processing units (GPUs), virtual reality (VR), and augmented reality (AR) has revolutionized the capabilities of gaming simulators. Modern simulators leverage these technologies to deliver highly realistic and immersive experiences. Improved hardware, such as motion platforms and haptic feedback devices, enhances the physical realism of simulations by mimicking real-world movements and sensations. Additionally, advancements in software, including sophisticated physics engines and artificial intelligence (AI), enable more complex and interactive environments. These technological innovations enhance the gaming experience and expand the possibilities for simulation applications in various fields, contributing to the market growth.
Increasing demand for immersive gaming experiences:
Gamers are increasingly seeking experiences that go beyond traditional gameplay, desiring a more immersive and engaging environment. Gaming simulators offer a level of immersion that standard gaming setups cannot match, providing users with a sense of presence and realism. VR and AR technologies play a crucial role in creating these immersive experiences by allowing players to interact with the game environment more naturally and intuitively. The rise of esports and competitive gaming has also influenced this demand, as players look for ways to improve their skills and gain a competitive edge through realistic training simulations. Moreover, the COVID-19 pandemic has accelerated the adoption of home entertainment solutions, with gaming simulators becoming a popular choice for individuals seeking engaging activities while adhering to social distancing measures, thus bolstering the market demand.
Expanding the application of simulators beyond entertainment:
Gaming remains the primary use case, thus simulators are increasingly being utilized in training and education across various industries. For example, flight simulators are extensively used in aviation training to provide pilots with realistic and risk-free training environments. Similarly, driving simulators are employed in the automotive industry for driver training, vehicle testing, and research. Medical simulators are used for training healthcare professionals, enabling them to practice procedures and develop skills without risking patient safety. The use of gaming simulators in these professional contexts highlights their versatility, thereby creating a positive outlook for market expansion.
Request for a sample copy of this report: https://www.imarcgroup.com/gaming-simulators-market/requestsample
Gaming Simulators Market Report Segmentation:
By Component:
Hardware
Software
Hardware accounts for the majority of shares due to motion platforms, VR headsets, and haptic feedback devices, which are essential for creating immersive and realistic gaming simulator experiences.
By Game Type:
Shooting
Fighting
Racing
Others
Racing represents the majority of shares due to its popularity and the need for precise and realistic driving experiences.
By End Use:
Residential
Commercial
Residential dominates the market, as the increasing availability and affordability of high-quality gaming simulators have led to widespread adoption in home entertainment setups.
Regional Insights:
North America
United States
Canada
Europe
Germany
France
United Kingdom
Italy
Spain
Others
Asia Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
North America enjoys the leading position due to its large and affluent gaming population, advanced technology infrastructure, and significant investment in entertainment innovations.
Top Gaming Simulators Market Leaders:
The gaming simulators market research report outlines a detailed analysis of the competitive landscape, offering in-depth profiles of major companies. Some of the key players in the market are:
3D Perception Inc.
CKAS Mechatronics Pty Ltd
Cxc Simulations LLC
D-Box Technologies Inc
Eleetus LLC
GTR Simulators
Hammacher Schlemmer & Company Inc.
Playseats B.V.
RSEAT Ltd.
Sony Interactive Entertainment Inc.
Vesaro
Ask An Analyst: https://www.imarcgroup.com/request?type=report&id=3217&flag=C
If you require any specific information that is not covered currently within the scope of the report, we will provide the same as a part of the customization.
About Us:
IMARC Group is a global management consulting firm that helps the world’s most ambitious changemakers to create a lasting impact. The company provide a comprehensive suite of market entry and expansion services.
IMARC offerings include thorough market assessment, feasibility studies, company incorporation assistance, factory setup support, regulatory approvals and licensing navigation, branding, marketing and sales strategies, competitive landscape and benchmarking analyses, pricing and cost research, and procurement research.
Contact US:
IMARC Group
134 N 4th St. Brooklyn, NY 11249, USA
Email: sales@imarcgroup.com
Tel No:(D) +91 120 433 0800
United States: +1-631-791-1145
This release was published on openPR.
Technology
Justice Department charges 4 North Koreans with posing as IT workers to steal US companies’ money – Deltaplex News
(WASHINGTON) — The Justice Department on Monday charged four North Koreans in a brazen scam to pose as IT workers with stolen credentials and use them to get hired by U.S.-based companies and scam those companies out of hundreds of thousands of dollars. Kim Kwang Jin, Kang Tae Bok, Jong Pong Ju and Chang Nam […]

(WASHINGTON) — The Justice Department on Monday charged four North Koreans in a brazen scam to pose as IT workers with stolen credentials and use them to get hired by U.S.-based companies and scam those companies out of hundreds of thousands of dollars.
Kim Kwang Jin, Kang Tae Bok, Jong Pong Ju and Chang Nam Il are all allegedly “citizens of North Korea who used stolen and false personally identifiable information to pose as non-North Koreans and thereby obtain employment with technology companies, gain victim companies’ trust, obtain access to virtual currency assets controlled by victim companies, steal those virtual currency assets, and launder the proceeds of that activity.”
Federal authorities in Atlanta, Georgia said that the four allegedly stole $900,000 in cryptocurrency from one company, according to prosecutors, and the scheme has been ongoing since at least 2020.

In one instance, a U.S. company hired who they thought was Malaysian IT worker “Bryan Cho,” but in reality they hired Jong Pong Ju, who was a North Korean bad actor, according to the Justice Department.
Hiring “Byran Cho” also allowed for other North Koreans to be brought into the fold, including Chang Nam Il, the department said.
“On or about March 29, 2022, defendant KIM KW ANG JIN, without Company-1’s knowledge or consent, modified the source code for two smart contracts owned and controlled by Company-1 that resided on the Ethereum and Polygon blockchains. Defendant KIM KW ANG JIN’ s modifications to these smart contracts changed the rules governing the withdrawal of virtual currency from two funding pools controlled by Company-1,” the court record says.
The four are not in the U.S., the department noted.
In total, the Justice Department seized 29 known or suspected “laptop farms” across 16 states, and seized 29 financial accounts used to launder illicit funds and 21 fraudulent websites, and charged four North Korean nationals, six Chinese nationals and two Taiwanese nationals for their involvement in separate information technology worker schemes, DOJ officials told reporters on a call with reporters on Monday.
In Massachusetts, the Justice Department alleges that nine more North Koreans posed as IT workers and were able to cause $3 million in losses from more than 100 U.S. companies, including some Fortune 500 companies over a four-year period, as well as steal “export controls and US military technology off the company’s network,” the official said.
Kejia Wang, a U.S. citizen, worked with others abroad to “to facilitate the criminal schemes” alleged by the Justice Department. According to senior DOJ officials, Wang was arrested on Monday.
Similar to the case unsealed earlier today in Georgia, workers posing as tech workers used fraudulent identification cards to dupe U.S. companies., according to the department.
Authorities said that it is not only profitable for the North Koreans, but they attempt to steal U.S. secrets as well.

“These schemes target and steal from U.S. companies and are designed to evade sanctions and fund the North Korean regime’s illicit programs, including its weapons programs,” John A. Eisenberg, Assistant Attorney General for the Department’s National Security Division, said in a release. “The Justice Department, along with our law enforcement, private sector, and international partners, will persistently pursue and dismantle these cyber-enabled revenue generation networks.”
Copyright © 2025, ABC Audio. All rights reserved.
Technology
RAJ Sports hires Clare Hamill to Portland WNBA, John Torris to company
RAJ Sports named CLARE HAMILL interim President for the new Portland WNBA expansion franchise and JOHN TORRIS EVP/Commercial Strategy & Business Development for RAJ Sports. The company also promoted CHRISTOPHER ORECHIA to VP/Corporate Partnerships for RAJ Sports and RON CAMPBELL to VP/Ticketing for the NWSL Portland Thorns (RAJ Sports). USC women’s basketball named SELENA CASTILLO […]

RAJ Sports named CLARE HAMILL interim President for the new Portland WNBA expansion franchise and JOHN TORRIS EVP/Commercial Strategy & Business Development for RAJ Sports. The company also promoted CHRISTOPHER ORECHIA to VP/Corporate Partnerships for RAJ Sports and RON CAMPBELL to VP/Ticketing for the NWSL Portland Thorns (RAJ Sports).
USC women’s basketball named SELENA CASTILLO as the program’s GM. Castillo most recently served over seven years at Duke, including as Dir of External Affairs for women’s basketball. Prior to her time at Duke, Castillo worked at the Tampa Bay Sports Commission and Event Development Institute (USC).
Georgia Tech men’s basketball has hired Jazz VP/Basketball Intelligence CHUCK TERRELL to an “administrative position.” He will reportedly “be in a general manager role” for the program (ATLANTA JOURNAL-CONSTITUTION, 7/2).
The new Cincinnati Regional Sports Commission has hired Warren County Convention & Visitors Bureau Sports Tourism Dir BEN HUFFMAN as its first Exec Dir (CINCINNATI BUSINESS COURIER, 7/2).
Boise State Athletics promoted KATIE TULLER DORES to Associate AD/Athletic Personnel Services, MATT MAYER to Associate AD/CFO, JAKE MANKIN to Associate AD/Chief Revenue Officer, and CHRIS KUTZ to Associate AD/External Affairs (Boise State).
To have your personnel announcements included in “Executive Transactions,” please send information to careers@sportsbusinessjournal.com.
Technology
California AG Says Daily Fantasy Sports Are Illegal
California AG Says Daily Fantasy Sports Are Illegal Privacy Manager Link 0

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