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NHL Hawk-Eye Cameras Evaluated For Offsides, Goal Calls

The NHL will expand the use of Sony’s skeletal tracking Hawk-Eye technology under a multiyear tie-up that could impact how hockey games are officiated and the way they are viewed at home.  The deal makes Sony an official NHL technology partner, with connections ranging from the use of Sony cameras to the company’s Beyond Sports […]

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The NHL will expand the use of Sony’s skeletal tracking Hawk-Eye technology under a multiyear tie-up that could impact how hockey games are officiated and the way they are viewed at home. 

The deal makes Sony an official NHL technology partner, with connections ranging from the use of Sony cameras to the company’s Beyond Sports team helping the league recreate hockey games as animated visualizations in real time. 

“When you look at the total partnership, the way we set it up, obviously it runs across Sony,” said David Lehanski, NHL executive vice president of business development and innovation. “So it canvases across their whole company in a way that’s going to affect everyone in our community.”

The NHL has used Sony technology for replay reviews specifically since 2015.

“The NHL were the first within the U.S. to do video review, and now that is used almost universally across global sports,” Hawk-Eye, Pulselive and Beyond Sports CEO Rufus Hack said. “We now have 1,500 people who work for our business globally, and actually having them delivering at a world-class level—and understanding what the pressure is of delivering some of these solutions in the heat of battle—is actually almost one of the most important things that we’ve learned from the NHL and early adopters in cricket and tennis that we’ve been able to port into other sports.”

The NFL will use Hawk-Eye for evaluating line-to-gain decisions starting this season, while European soccer leagues have leveraged similar tools for automated offsides and goal reviews. All 32 NHL arenas now have 60-frames-per-second optical tracking setups that follow 29 points on each player and three points on each stick.

Lehanski said the league is evaluating the potential use of tracking data to quickly weigh in on offsides infractions and goals, though the speed and physicality of hockey present unique challenges. 

The same tracking data that would be used to assist those calls is already being deployed by teams as a player evaluation tool. Increasingly, it’s changing the way fans watch sports, too.

Early player tracking data has been used for kid-friendly animated broadcasts. With the added precision of limb and stick data, analysts such as P.K. Subban now don VR headsets to put themselves on virtual ice, with 360-degree views of the action. 

Going forward, the NHL would like to give fans a similar opportunity. Digital recreations could live within web-based or video game environments that allow consumers to manipulate the perspective and even attempt to recreate on-ice feats. To do so, the league could tap additional Sony arms, such as its PlayStation platform, which includes VR functionality. Beyond Sports has already helped the NHL deliver feeds in Roblox, drawing more than one million unique visitors in the first month of that activation back in 2023.

“We think at Sony, we’ve got a really unique mix of capabilities,” Hack said. “We want to bring in the best of PlayStation, the best of Sony Music, Sony Pictures … so we can really help take the sports industry to a new level.”



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How a GOP rift over tech regulation doomed a ban on state AI laws in Trump’s tax bill – East Bay Times

By ALI SWENSON, Associated Press NEW YORK  — A controversial bid to deter states from regulating artificial intelligence for a decade seemed on its way to passing as the Republican tax cut and spending bill championed by President Donald Trump worked its way through the U.S. Senate. But as the bill neared a final vote, […]

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By ALI SWENSON, Associated Press

NEW YORK  — A controversial bid to deter states from regulating artificial intelligence for a decade seemed on its way to passing as the Republican tax cut and spending bill championed by President Donald Trump worked its way through the U.S. Senate.

But as the bill neared a final vote, a relentless campaign against it by a constellation of conservatives — including Republican governors, lawmakers, think tanks and social groups — had been eroding support. One, conservative activist Mike Davis, appeared on the show of right-wing podcaster Steve Bannon, urging viewers to call their senators to reject this “AI amnesty” for “trillion-dollar Big Tech monopolists.”



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Here’s how Character.AI’s new CEO plans to address fears around kids’ use of chatbots – WSVN 7News | Miami News, Weather, Sports

New York (CNN) — When Karandeep Anand’s 5-year-old daughter gets home from school, they fire up the artificial intelligence chatbot platform Character.AI so she can chat about her day with her favorite characters, such as “Librarian Linda.” Anand’s experience using the product as a parent might be helpful now that he’s Character.AI’s new chief executive, a […]

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New York (CNN) — When Karandeep Anand’s 5-year-old daughter gets home from school, they fire up the artificial intelligence chatbot platform Character.AI so she can chat about her day with her favorite characters, such as “Librarian Linda.”

Anand’s experience using the product as a parent might be helpful now that he’s Character.AI’s new chief executive, a change the company announced last month.

He’s taken on the top job at a complicated moment for the company, which lets users talk to a variety of AI-generated personas. Character.AI faces fierce competition in an increasingly crowded space, as well as lawsuits from families who claim the service exposed their children to inappropriate content and failed to implement adequate safeguards.

Character.AI has also received tough questions about safety from lawmakers, and one advocacy group said earlier this year that AI companion apps should not be used by kids under 18. Even for adult users, experts have raised alarms about people forming potentially harmful attachments to AI characters.

Anand brings experience at some of the biggest tech companies to his new role leading Character.AI’s approximately 70-person team. He spent 15 years at Microsoft and six years at Meta, including as vice president and head of business products at the social media giant. He also served as a board advisor for Character.AI before joining as CEO.

And he told CNN he sees a bright future for the platform in interactive AI entertainment.

In other words, rather than people consuming “brain rot” on social media for entertainment, Anand wants them co-creating stories and conversations with Character.AI for fun.

“AI can power a very, very powerful personal entertainment experience unlike anything we’ve seen in the last 10 years in social media, and definitely nothing like what TV used to be,” Anand said in an interview.

Unlike multi-purpose AI tools like ChatGPT, Character.AI offers range of different chatbots that are often modeled after celebrities and fictional characters. Users can also create their own for conversations or role play. Another distinction is that Character.AI bots respond with human-like conversational cues, adding references to facial expressions or gestures into their replies.

The personas of AI characters on the app vary widely, from romantic partners to language tutors or Disney characters. It also features characters like “Friends hot mom,” which describes itself as “curvy, busty, kind, loving, shy, motherly, sensual”; and “Therapist,” which calls itself a “licensed CBT therapist,” although it features a disclaimer that it is not a real person or licensed professional.

“(We’re) doubling down on entertainment, doubling down on trust and safety,” Anand said. “And a lot of the work we want to do is enable an entirely new creator ecosystem around AI entertainment.”

Youth safety on Character.AI

Character.AI was first sued by a parent — a Florida mom who alleges her 14-year-old son died by suicide after developing an inappropriate relationship with chatbots on the platform — last October. Two months later, two more families filed a joint suit against the company, accusing it of providing sexual content to their children and encouraging self-harm and violence.

Since then, the company has implemented a range of new safety measures, including a pop-up that directs users who mention self-harm or suicide to the National Suicide Prevention Lifeline. It also updated its AI model for users under the age of 18 to reduce the likelihood that they encounter sensitive or suggestive content, and gives parents the option to receive a weekly email about their teen’s activity on the platform.

Anand said he’s confident in the improvements Character.AI has made since last year, but that work to keep the platform safe, especially for young users, continues. Character.AI’s policies technically require users to be over the age of 13, although it does not ask for information to verify that users are signing up with the correct birthdate.

“The tech and the industry and the user base is constantly evolving (so) that we can never let the guard off. We have to constantly stay ahead of the curve,” Anand said.

He added that the company continues to test how people could misuse new features to prevent abuse, such as a video generator launched last month that lets users animate their bots. In the days following the tool’s arrival, users shared unsuccessful attempts to test its limits by creating fake videos of prominent figures like Elon Musk.

“We had to red team the product for such a long time to make sure you cannot use this for any negative use case like deepfakes or bullying,” Anand said.

Those efforts aside, Anand said in an introductory note to Character.AI users last month that one of his top priorities is to make the platform’s safety filter “less overbearing,” adding that “too often, the app filters things that are perfectly harmless.”

He told CNN that things like mentions of blood when users are engaging in “vampire fan fiction role play” — something he says he’s a fan of — might be censored under the current model, which he wants to update to better understand context while balancing the need for safety.

Leading in the competitive AI space

Among Anand’s other key objectives: encouraging more creators to join the platform to make new chatbot characters and upgrading the social feed where users can share content they’ve created with Character.AI chatbots.

The latter feature is similar to an app Meta launched this year that allows people to publicly share their prompts and AI-generated creations. Meta drew heat when apparently confused users shared conversations that contained embarrassing or personal details — a reminder of the privacy challenges that can come with AI tools.

But the social element could help further differentiate Character.AI from bigger competitors like ChatGPT, which users are also increasingly forming personal connections with.

Another challenge Anand will face as CEO is retaining and growing the company’s workforce, as an AI talent war heats up across the tech industry. In a sign of the competition for top talent, Meta has reportedly offered pay packages and bonuses worth hundreds of millions of dollars to grow its new superintelligence team. Character.AI co-founder and former CEO Noam Shazeer was also lured back to Google last year, where he’d previously built conversational AI technology.

“It is hard, I will not lie,” Anand said. “The good news for me as CEO is all the people we have here are very, very passionate and mission driven.”

The-CNN-Wire™ & © 2025 Cable News Network, Inc., a Time Warner Company. All rights reserved.

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New Wearable Algorithm Improves Fitness Tracking in Obesity

A new algorithm enabled smartwatch fitness trackers to more accurately estimate energy expenditure by individuals with obesity. In two studies conducted in a total of 52 people for 1838 minutes in a lab and 14,045 minutes in a “free-living” situation, the algorithm performed mostly as well or better than 11 “gold-standard” algorithms designed by other […]

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A new algorithm enabled smartwatch fitness trackers to more accurately estimate energy expenditure by individuals with obesity.

In two studies conducted in a total of 52 people for 1838 minutes in a lab and 14,045 minutes in a “free-living” situation, the algorithm performed mostly as well or better than 11 “gold-standard” algorithms designed by other researchers using research-grade devices, achieving over 95% accuracy in people with obesity in real-world situations.

The algorithm bridges an important gap in fitness technology — that most wearable devices are using algorithms validated mainly in people without obesity, said Nabil Alshurafa, PhD, Feinberg School of Medicine, Northwestern University, in Chicago.

Alshurafa was motivated to create the algorithm after attending an exercise class with his mother-in-law, who had obesity. His mother-in-law worked hard, but her effort barely showed on the leaderboard. He realized that most current fitness trackers use activity-monitoring algorithms developed for people without obesity.

“Commercial devices calibrate their accelerometer-to-calorie models using data mostly from people with normal BMI, using algorithms that rely on ‘average’ gait and metabolism,” he told Medscape Medical News. “But people with obesity are known to exhibit differences in walking gait, speed, resting energy expenditure, and physical function. When you feed ‘average’ motion to kcal [kilocalories] mappings for people with different gait patterns, the math does not always line up.”

This may be particularly true for people with obesity who wear fitness trackers throughout the day on their hip, rather than their wrist, because of differences in gait patterns and other body movements.

The study was published online in Scientific Reports. The anonymized dataset and code and documentation are publicly available for use by other researchers.

‘More Inclusive and Reliable’

Researchers in Alshurafa’s lab developed and tested the open-source, dominant-wrist algorithm specifically tuned for people with obesity. The algorithm estimated metabolic equivalent of task (MET) values per minute from commercial smartwatch sensor data and compared them to actigraphy-based energy estimates in people with obesity.

In an in-lab study, 27 participants performed activities of varying intensities while wearing a smartwatch and a metabolic cart — a mask that measures the volume of oxygen the wearer inhales and the volume of carbon dioxide the wearer exhales to calculate their energy burn in kcals and their resting metabolic rate.

The activities included, among others, typing on a computer, lying still on the floor doing nothing, walking slowly on a treadmill, doing pushups against a door, and following along with an aerobics video. Each activity was performed for 5 minutes, followed by 5 minutes of rest. The researchers compared the fitness tracker results against the metabolic cart results.

Another 25 participants wore a smartwatch and a body camera for 2 days in a free-living study. The body camera enabled the researchers to visually confirm when the algorithm over- or under-estimated kcals.

The in-lab analysis included 2189 minutes of data and the free-living analysis included 14,045 minutes of data.

Compared to the metabolic cart, the new algorithm achieved lower root mean square error across various sliding windows (analyses of continuous and overlapping data streams).

In the free-living study, the algorithm’s estimates fell within ±1.96 SDs of the best actigraphy-based estimates for 95.03% of minutes.

“Our proposed method accurately estimated METs compared to 11 algorithms primarily validated in nonobese populations, suggesting that commercial wrist-worn devices can provide more inclusive and reliable [energy expenditure] measures using our algorithm,” the authors wrote.

Challenges Ahead

More work needs to be done before apps for iOS and android driven by the new algorithm are available for use later this year, Alshurafa said. Because the model is tuned for users with obesity, “we need a reliable way to obtain BMI or body composition, and possibly ways of turning on and off the algorithm over time or perhaps modifying the algorithm as people’s fitness level changes.”

“Because we’ve optimized for the dominant hand, we’ll need clear user guidance, and possibly user-interface prompts, to drive this cultural shift in watch placement,” he said.

To ensure accuracy across diverse users, activities, and wear styles, the team will conduct field testing and pool anonymized data.

“Power, size, and regulatory requirements may force trade-offs, so we’ll work closely with device manufacturers on adaptive calibration routines and streamlined firmware,” Alshurafa said. “But the real priority is training and tailoring our systems on truly diverse data and being transparent about who’s represented in that data. Too many commercial devices skip this, leading users to assume they work universally when their models actually have limitations.”

For now, clinicians should be aware that the app has only been validated so far in individuals with obesity wearing their tracker on the dominant wrist and use outside that population or on the nondominant wrist may yield less accurate calorie estimates, he added. “Beyond those parameters, though, the algorithm is ready for deployment and offers a powerful new tool for personalized activity monitoring.”

Mir Ali, MD, a bariatric surgeon and medical director of MemorialCare Surgical Weight Loss Center at Orange Coast Medical Center in Fountain Valley, California, agreed that an algorithm that more accurately reflects exercise and energy expenditure of patients with obesity would be helpful, and that “any improvements” would likely be beneficial for patients and clinicians.

That said, “a larger study comparing the new algorithm vs currently available devices would provide more validation,” Ali, who was not involved in the study, told Medscape Medical News.

In addition, “research elucidating exercise goals and calorie expenditure for obese patients could be helpful to better counsel patients on what is the optimal goal for weight loss,” he said.

Ali noted that “trackers for heart disease and pulmonary problems may be useful to help patients attain cardio-pulmonary improvement” — and indeed, Alshurafa’s team will be looking at ways to tailor fitness trackers for diabetes and hypertension going forward.

This study is based on work supported by the National Institute of Diabetes and Digestive and Kidney Diseases, the National Science Foundation, the National Institute of Biomedical Imaging and the National Institutes of Health’s National Center for Advancing Translational Sciences.

Alshurafa and Ali declared no competing interests.

Marilynn Larkin, MA, is an award-winning medical writer and editor whose work has appeared in numerous publications, including Medscape Medical News and its sister publication MDedge, The Lancet (where she was a contributing editor), and Reuters Health.



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PC Gaming Accessories Market Significant Growth at 5.8%

Introduction The Global PC Gaming Accessories Market was valued at USD 2.77 billion in 2024 and is expected to reach USD 4.87 billion by 2034, growing at a CAGR of 5.8% during the forecast period from 2025 to 2034. The growth in this market is driven by increasing demand for high-performance gaming peripherals like gaming […]

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Introduction

The Global PC Gaming Accessories Market was valued at USD 2.77 billion in 2024 and is expected to reach USD 4.87 billion by 2034, growing at a CAGR of 5.8% during the forecast period from 2025 to 2034. The growth in this market is driven by increasing demand for high-performance gaming peripherals like gaming mice, keyboards, headsets, and chairs, as the gaming industry continues to thrive. North America currently holds a dominant position, capturing over 53.6% of the market share in 2024. This growth reflects the rising interest in PC gaming and advancements in gaming technologies.

How Growth is Impacting the Economy

The PC gaming accessories market is contributing to the economy by creating a significant demand for gaming-related technologies, leading to innovations in product design and manufacturing. As more consumers invest in gaming equipment, this sector stimulates economic growth by driving sales in peripheral devices and contributing to the expansion of e-commerce platforms. The increasing adoption of gaming accessories also leads to the creation of jobs in product development, retail, and customer support services.

The growing market has a positive effect on local economies, particularly in regions where gaming hardware and accessories are manufactured. Furthermore, the market’s expansion is encouraging businesses to enhance product offerings, create personalized gaming solutions, and improve user experiences, further boosting consumer spending. Increased demand for high-end gaming accessories also contributes to technological advancement, which has broader applications across industries, from entertainment to professional eSports.

➤ Research uncovers business opportunities here @ https://market.us/report/pc-gaming-accessories-market/free-sample/

Impact on Global Businesses

Rising Costs & Supply Chain Shifts: The growth of the PC gaming accessories market is driving up demand for raw materials, which is increasing production costs for gaming peripheral manufacturers. Supply chains are shifting as companies are required to find more efficient methods for sourcing materials, improving manufacturing techniques, and distributing products globally.

Sector-Specific Impacts: In the gaming industry, the rising demand for advanced gaming accessories is driving the development of more specialized and high-performance products. For the electronics and technology sector, the need for compatibility with gaming platforms is driving the need for more integrated hardware solutions. The e-commerce sector benefits from the expansion of online retail, as consumers increasingly purchase gaming peripherals through digital channels.

Strategies for Businesses

To capitalize on the growing PC gaming accessories market, businesses should focus on innovation, ensuring that products meet the evolving needs of gamers, particularly in terms of performance, comfort, and design. Companies should also invest in creating a personalized gaming experience, allowing customers to customize their accessories.

Partnerships with major gaming platforms can help businesses expand their reach. Focusing on sustainability and offering eco-friendly alternatives will also appeal to environmentally conscious consumers. Companies should leverage social media platforms and influencer marketing to increase brand visibility and engage with the global gaming community. Strengthening distribution channels, particularly through e-commerce, will help companies tap into emerging markets.

Key Takeaways

  • The PC gaming accessories market is expected to grow from USD 2.77 billion in 2024 to USD 4.87 billion by 2034, with a CAGR of 5.8%.
  • North America dominates the market, holding over 53.6% of the share in 2024.
  • Increased consumer demand for high-performance, customizable, and comfortable gaming peripherals is driving market growth.
  • Businesses must focus on innovation, partnerships, and enhancing customer engagement through personalization and e-commerce.
  • Supply chain shifts and rising costs are challenges that businesses in the gaming accessories sector must navigate.

➤ Quick Purchase Full Report Here @ https://market.us/purchase-report/?report_id=151922

Analyst Viewpoint

The PC gaming accessories market is poised for steady growth, fueled by increasing consumer interest in high-quality, immersive gaming experiences. As gaming technologies advance and the gaming community expands, the demand for specialized accessories is expected to rise. Innovations in product design and performance, alongside the rise of eSports and streaming, will likely propel the market. The future of the market is promising, with opportunities for companies to grow by introducing cutting-edge products and collaborating with gaming brands to cater to evolving consumer needs. With the growing importance of personalization and comfort, businesses have significant innovation potential.

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Regional Analysis

North America holds the largest share of the PC gaming accessories market, capturing 53.6% of the market in 2024. The region’s dominance is driven by high disposable income, a strong gaming culture, and technological innovation. Europe follows, with an increasing demand for gaming peripherals, particularly in countries like Germany, the UK, and France. Asia-Pacific is expected to experience the highest growth rate during the forecast period, driven by expanding gaming markets in countries such as China, Japan, and South Korea. Latin America, and Middle East & Africa are emerging markets where gaming is becoming more popular, driving demand for gaming accessories.

Business Opportunities

The PC gaming accessories market offers significant business opportunities for manufacturers, distributors, and technology innovators. Companies focusing on high-performance peripherals such as gaming mice, keyboards, and headsets are well-positioned for growth. The market also offers opportunities for businesses to introduce customized gaming accessories, catering to gamers who prioritize aesthetics and comfort. E-commerce and direct-to-consumer sales are major growth avenues, allowing companies to reach global markets more efficiently. Furthermore, the increasing demand for esports-related accessories presents opportunities for companies to create specialized products tailored for competitive gamers and streaming professionals.

Key Segmentation

The PC gaming accessories market is segmented as follows:

  • By Product: Gaming Mice, Gaming Keyboards, Gaming Headsets, Gaming Chairs, Gaming Monitors, Others.
  • By Distribution Channel: Online, Offline (Retail).
  • By End-User: Casual Gamers, Professional Gamers, eSports Enthusiasts, Others.
  • By Region: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa.

Key Player Analysis

Key players in the PC gaming accessories market are investing heavily in research and development to create innovative and high-performance products. They are focusing on developing advanced features such as customizable RGB lighting, ergonomic designs, and wireless capabilities. Many companies are expanding their product lines by offering comprehensive gaming ecosystems, integrating accessories such as gaming chairs, headsets, and mice. Strategic partnerships with game developers, eSports organizations, and online retailers are helping companies broaden their market presence. As competition intensifies, product differentiation through technology integration and enhanced user experience will be key for companies to maintain a competitive edge.

  • Logitech G
  • Razer Inc.
  • Corsair
  • SteelSeries
  • HyperX
  • Thrustmaster
  • Turtle Beach
  • ASUS
  • Xbox
  • Micro-Star INT’L CO., LTD
  • Others

Recent Developments

  • A major gaming accessories company launched a wireless gaming mouse with customizable buttons and high precision for professional gamers.
  • An online retailer partnered with a leading gaming brand to create exclusive gaming chair bundles for eSports athletes.
  • A global gaming peripheral brand introduced a new line of noise-cancelling gaming headsets for immersive gameplay.
  • A well-known manufacturer unveiled a customizable mechanical gaming keyboard with RGB lighting and hot-swappable keys.
  • Several gaming accessory companies introduced eco-friendly packaging solutions to reduce environmental impact.

Conclusion

The PC gaming accessories market is set for sustained growth, driven by increasing consumer demand for high-quality gaming peripherals. As the market expands, companies that focus on innovation, product customization, and e-commerce will be best positioned to capitalize on emerging opportunities. The future of gaming accessories looks promising, with ample room for innovation and growth.

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National Sports Policy 2025, Key Pillars, Features, Importance

National Sports Policy 2025 has been approved by the Union Cabinet on 1 July 2025, replacing the old 2001 version. Officially named “Khelo Bharat Niti 2025,” the policy aims to turn India into a sporting powerhouse by nurturing talent from rural fields to Olympic stadiums. National Sports Policy 2025 sets out to help India shine […]

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National Sports Policy 2025 has been approved by the Union Cabinet on 1 July 2025, replacing the old 2001 version. Officially named “Khelo Bharat Niti 2025,” the policy aims to turn India into a sporting powerhouse by nurturing talent from rural fields to Olympic stadiums. National Sports Policy 2025 sets out to help India shine on global stages like the 2036 Olympics and boost fitness across the country. 

National Sports Policy 2025

The National Sports Policy (NSP) 2025 is an important policy framework launched to make India a global leader in sports. Approved by the Union Cabinet in July 2025, this updated policy replaces the 2001 version and focuses on nurturing talent, building world-class infrastructure, and making sports a part of the Indian lifestyle.

Created after consultation with various central and state ministries, NITI Aayog, National Sports Federations (NSFs), athletes, experts, and the public, the National Sports Policy 2025 reflects a shared national vision to transform sports in India.

Here is a brief timeline of sports policy in India:

  • 1954: Formation of the All-India Council of Sports to advise on policy and funding.

  • 1984: First National Sports Policy (NSP) implemented, focusing on infrastructure, mass participation, and integrating sports with education.

  • 1986: Establishment of the Sports Authority of India (SAI).

  • 1997: Draft NSP proposes broader state involvement and elite focus, but is not adopted.

  • 2001: Revised National Sports Policy launched with clearer roles for central and state governments.

  • 2011: National Sports Development Code introduced to professionalize sports governance and clarify the roles of federations.

  • 2014: Launch of the Target Olympic Podium Scheme (TOPS) for elite athlete support.

  • 2017: The Khelo India program initiated to identify grassroots talent.

  • 2019: Fit India Movement launched to promote fitness as a public health goal.

  • 2025: National Sports Policy 2025 unveiled, replacing the 2001 policy and setting a vision for global sporting excellence.

National Sports Policy 2025 Key Pillars

The National Sports Policy 2025 is structured around five key pillars designed to transform India’s sports ecosystem and elevate its status on the global stage. The pillars are:

1. Excellence on the Global Stage

This pillar aims to identify and develop talent from an early age, including in rural areas. It focuses on building strong coaching systems, improving sports infrastructure, using sports science and technology, and providing full support to athletes. It also works to strengthen the functioning and transparency of national sports bodies.

2. Sports for Economic Development

Recognizing sports as a growing sector of the economy, this pillar supports the development of sports-related industries such as manufacturing and tourism. It encourages the hosting of international events, promotes sports-based entrepreneurship, and attracts investment through corporate partnerships and joint initiatives.

Also Read: ‘National Game of India’

3. Sports for Social Development

This component promotes equal access to sports for women, economically weaker communities, tribal populations, and persons with disabilities. It supports traditional games, integrates sports into education, and encourages career pathways in the sports sector for players and support staff alike.

4. Sports as a People’s Movement

To build a culture of physical activity, this pillar encourages widespread participation through public campaigns, community events, and fitness programs. It also aims to provide accessible sports facilities in both urban and rural settings.

5. Integration with Education (NEP 2020)

Aligned with the National Education Policy 2020, this pillar integrates sports into everyday school life. It focuses on curriculum design, the training of physical education teachers, and the organization of school-level sporting events, including those celebrating traditional Indian games.

National Sports Policy 2025 Features

The new Sports Policy 2025 introduces several features to build a strong and active sports ecosystem across India:

  • Early Talent Identification: Identify talent from villages and support their development with training and global exposure.

  • Global-standard Infrastructure: Urban hubs and remote area facilities, competitive leagues, and federations strengthened for high-level sports

  • Technology in Sports: Advanced tools like data analytics, artificial intelligence, and wearable devices will be used to improve training and athlete performance. Sports science will also play a major role in recovery and nutrition.

  • Focus on Inclusivity: Girls, tribal youth, and differently-abled persons will get equal opportunities to play and compete. The policy also gives importance to India’s traditional and indigenous games.

  • Boosting the Sports Economy: Encourage sports tourism, equipment manufacturing, startups, and private investment through partnerships and incentives.

  • Mass Participation and Fitness Culture: Run campaigns and events to promote fitness and sports at schools, workplaces, and communities.

  • Private Participation: The policy encourages companies to invest in sports through CSR and public-private partnerships. 

  • Transparent Governance: Central and state alignment, clear KPIs, regular monitoring, legal oversight via a likely “Sports Regulatory Board” to prevent federation malpractice.

Importance of National Sports Policy 2025

The National Sports Policy 2025 is a crucial step to create a robust, inclusive, and athlete-centric sports ecosystem:

  • This policy prepares Indian athletes to shine on global platforms like the Olympics and Commonwealth Games. Winning medals and performing well internationally builds a national image.

  • Regular participation in sports and fitness activities will reduce lifestyle-related diseases. It also promotes mental well-being.

  • The policy turns sports into a way of life. From schools to offices, everyone will have a chance to be fit and active.

  • Sports is now a fast-growing sector. Projected sports market growth from $52 billion to $130 billion by 2030 means jobs and business for new leagues and tourism.

  • The policy ensures that everyone, regardless of gender, location, or background, gets access to sports facilities and support.

  • AI and analytics will modernize training, federations, and performance monitoring, preparing India for global competition.

In summary, National Sports Policy 2025 is a bold and inclusive blueprint to transform India’s sporting identity. It will empower aspiring athletes, strengthen infrastructure, fuel economic growth, and advance social wellness.

Explore PW UPSC Courses to learn relevant Indian policies for the IAS exam. Enroll today!



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Target led U.S. last year in trademark applications as it launched new brands

“The process of developing our team identities takes months and includes engaging with fans, players and members of the hockey community to understand the spirit of each market,” said Amy Scheer, executive vice president of Business Operations for the PWHL in an emailed statement. “Trademarking is a critical part of this process — it ensures […]

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“The process of developing our team identities takes months and includes engaging with fans, players and members of the hockey community to understand the spirit of each market,” said Amy Scheer, executive vice president of Business Operations for the PWHL in an emailed statement. “Trademarking is a critical part of this process — it ensures we can protect these new identities in both Canada and the U.S. across multiple elements, including the name, logos, jerseys and other key aspects that shape each team’s identity.”

Expect the league to apply for additional trademarks as it adds expansion teams in Seattle and Vancouver next season.

TGL Golf Holdings had the third most trademark applications. TGL is the professional indoor golf league backed by golfers Tiger Woods, Rory McIlroy and executive Mike McCarley.

It was in a similar position as the PWHL in applying for trademarks for its six new professional indoor golf teams and for the league. The TGL is in expansion mode as well and plans to debut a seventh team for its third season.

Other companies near the top of the list: BGK Trademark Holdings, a company affiliated with entertainer Beyoncé Giselle Knowles-Carter, and Ox Paha Inc., affiliated with polarizing hip-hop entrepreneur Kanye West.

While patents and copyright offer protection for a limited time, a trademark can last indefinitely as long as the company continues to renew and use them.



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