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Patrick Mahomes Is Invisalign’s Latest Unexpected Celebrity Ambassador. Here’s Why

Along with sharing “authentic experiences,” Bhandal said the brand prioritizes educating potential consumers and debunking the myth that its products are only for adults. “Most people think about Invisalign as a brand for adults, and that is true, [but] at the same time, Invisalign is also a brand for teens and kids,” she said. “That’s […]

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Along with sharing “authentic experiences,” Bhandal said the brand prioritizes educating potential consumers and debunking the myth that its products are only for adults.

“Most people think about Invisalign as a brand for adults, and that is true, [but] at the same time, Invisalign is also a brand for teens and kids,” she said. “That’s a big part of our messaging, and the job that we’re trying to do is help educate and bring awareness to parents about that fact.”

The exec said sales and conversations were key KPIs in measuring this strategy.

Per the most recent earnings report from the brand’s parent company Align Technology, the marketing shift appears to be paying off.

Clear aligner shipments were up 6.2% year-over-year during the first fiscal quarter of 2025, while orders for teens increased by 4.5% in the same period. Net revenue decreased, however, which the business attributed to foreign currency exchange rate impacts and restructuring costs.

Looking ahead, Bhandal’s marketing goal is to continue educating consumers about its products and connecting them with local orthodontists to start their Invisalign treatment journey.

So, who will be next to join the Smile Squad? A recent moment where Pharrell Williams sported custom gold aligners at the Met Gala suggests the “Happy” singer could be a potential candidate.

“We loved the Pharrell moment and we’re so grateful for him choosing Invisalign,” said Bhandal. “I’ll leave it at that for now.”





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MTSU Launches Two Esports Concentrations This Fall

The Level Up Arena, located on the second floor of Middle Tennessee State University’s Student Union Building, opened last fall and is open to students across campus and will be used as a learning lab for students in the new esports concentrations offered beginning in the fall of 2025. (Submitted photo) As the popularity of […]

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The Level Up Arena, located on the second floor of Middle Tennessee State University’s Student Union Building, opened last fall and is open to students across campus and will be used as a learning lab for students in the new esports concentrations offered beginning in the fall of 2025. (Submitted photo)

As the popularity of video gaming continues to explode, Middle Tennessee State University is offering two new esports concentrations this fall that will teach students about aesthetics, ethics, marketing and technology needed to create gaming-related content and streams.

“Esports” is competitive video gaming, and like any other sport, there are multiple levels of competition ranging from high school and collegiate to professional teams that compete in front of packed arenas and are broadcast to global audiences.

The development of the two MTSU undergraduate concentrations — Esports and Gaming Content Creation housed in the College of Media and Entertainment and Esports Coaching offered by Leisure and Sport Management in the College of Behavioral and Health Sciences — has been a collaborative effort with stakeholders across campus to give students pathways to the needed skills and a degree for an industry that was previously unavailable in the region.

“Students will have the opportunity to learn about the variety of skills needed in the esports industry and learn specialized skills in areas in which they want to focus,” said Richard Lewis, esports and content creation coordinator associate professor. “There are hands-on experience opportunities working with the MTSU Esports club and a number of community organizations while earning their degree.”

According to ZipRecruiter, the average annual pay for a job in the esports industry in the United States is $156,348 a year. Jobs can range from a professional player, content creator, influencer, broadcast manager, social media manager, talent manager, team publicist, coaching, assistant coach, events manager, general manager, game analyst, commissioner and more.

Lewis said the MTSU concentrations will provide esports players with valuable skills in creating content and revenue streams. Students will also choose from minors to give them specific skills within their professional interests.

Students will also have access to the Level Up Arena, which opened last fall on the second floor of the Student Union Building for students across campus, and the Gaming Lab, located in the BAS S137F, created in 2023 in a collaboration between the College of Media and Entertainment, Jones College of Business and MTSU’s Information Technology Division that is equipped with gaming PCs and Nintendo Switch consoles.

The Level Up Arena will offer real-world opportunities for esports students to broadcast competitions with professional equipment.

The Media and Entertainment degree program’s Esports and Gaming Content Creation concentration teaches students about the aesthetics, ethics, marketing and technology needed to create gaming-related content and streams.

The Esports Coaching concentration under Leisure and Sport Management uses the core interdisciplinary courses but dives deeper into the skills needed to be an esports coach at the high school, collegiate or professional level.

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How Logitech G’s #Creators4BIPOC Drives Brand Value and Investor Confidence in the Gaming Sector

In the evolving landscape of the tech and gaming sectors, corporate social responsibility (CSR) has transcended mere public relations to become a cornerstone of competitive strategy. For investors, the alignment of CSR with long-term value creation is no longer theoretical—it is empirically measurable. Logitech G’s #Creators4BIPOC initiative, now in its sixth year, exemplifies how a […]

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In the evolving landscape of the tech and gaming sectors, corporate social responsibility (CSR) has transcended mere public relations to become a cornerstone of competitive strategy. For investors, the alignment of CSR with long-term value creation is no longer theoretical—it is empirically measurable. Logitech G’s #Creators4BIPOC initiative, now in its sixth year, exemplifies how a well-structured CSR program can amplify brand equity, foster stakeholder trust, and enhance investor appeal. By embedding inclusivity into its business model, Logitech is not only addressing systemic inequities in gaming but also positioning itself as a leader in a market increasingly defined by values-driven consumers and socially conscious capital.

The Strategic Design of #Creators4BIPOC

Logitech’s initiative is structured around four pillars—GIVING, SOCIAL, LIVESTREAM, and LEARNING—each designed to uplift Black, Indigenous, and People of Color (BIPOC) creators while aligning with broader corporate goals.

  • GIVING involves direct investment in underrepresented talent and nonprofits. For instance, the company has committed $250,000 annually to organizations addressing racial inequality, with a cumulative $600,000 invested since 2020. This financial support is paired with tangible rewards, such as gear upgrades for BIPOC creators, which enhance their visibility and productivity.
  • SOCIAL leverages empathy-driven storytelling. By partnering with groups like the BCGA Foundation and Latinx in Gaming, Logitech amplifies BIPOC voices on platforms like YouTube, fostering a community where inclusion is not performative but participatory.
  • LIVESTREAM transforms CSR into entertainment. High-profile tournaments, such as the KarimCheese-hosted esports event, blend inclusivity with marketability, drawing audiences while showcasing Logitech’s hardware.
  • LEARNING provides skills development. Masterclasses on copyright, mental health, and business practices address systemic barriers faced by BIPOC creators, thereby enhancing their long-term success and, by extension, Logitech’s ecosystem.

These pillars create a feedback loop: by empowering creators, Logitech strengthens its brand’s relevance among younger, diverse audiences—key demographics in the gaming industry—and reinforces its reputation as a socially responsible actor.

Financial and Market Validation

The financial results speak to the initiative’s strategic value. Logitech’s FY2025 Q2 earnings, released in October 2024, revealed $1.12 billion in sales, a 6% year-over-year increase, with operating income rising 5% to $193 million (non-GAAP). These gains occurred alongside a $1 million, ten-year commitment to #Creators4BIPOC, demonstrating that CSR need not come at the expense of profitability.

The company’s balance sheet further underscores its financial discipline. With $1.36 billion in cash and $340 million returned to shareholders via dividends and buybacks in Q2 2025, Logitech has balanced long-term CSR investments with shareholder returns. Analysts note that the #Creators4BIPOC program has contributed to brand differentiation in a crowded market, particularly as competitors like Microsoft and NVIDIA ramp up their own DEI efforts.

Investor Appeal: ESG Alignment and Risk Mitigation

For investors, the initiative’s alignment with ESG (Environmental, Social, and Governance) criteria is a major draw. Logitech’s Change Council, composed of BIPOC creators, ensures that DEI strategies are co-created with the communities they serve—a participatory approach that reduces reputational risk and enhances stakeholder trust. This contrasts with superficial CSR efforts, which often alienate investors wary of “woke washing.”

Moreover, the gaming industry’s shift toward inclusivity is a structural trend. With the global gaming market projected to exceed $200 billion by 2027, brands that cater to underrepresented demographics—such as BIPOC gamers, who constitute 25% of the U.S. gaming population—stand to capture significant market share. Logitech’s early and sustained commitment to this segment positions it to outperform peers in both revenue and ESG ratings.

Strategic Partnerships as a Force Multiplier

Logitech’s partnerships with organizations like Sugar Gamers and the Asian Mental Health Collective amplify the initiative’s impact. These collaborations are not symbolic; they provide tangible resources to creators, such as mental health support and intellectual property education, addressing systemic barriers that hinder BIPOC participation in gaming. For investors, such partnerships signal Logitech’s ability to leverage external expertise and scale its impact, a critical factor in evaluating long-term CSR sustainability.

Investment Implications

The #Creators4BIPOC initiative is more than a PR campaign—it is a strategic investment in a company’s future. For investors, the key takeaway is that inclusive brand equity is a durable asset. Logitech’s FY2025 guidance—raising sales and operating income forecasts to $4.39–$4.47 billion and $720–$750 million, respectively—reflects confidence in the program’s ability to drive both social and financial returns.

However, risks remain. The gaming industry’s dependence on youth culture means that brands must continuously innovate to retain relevance. Additionally, macroeconomic headwinds, such as inflation and supply chain disruptions, could pressure margins. Yet, Logitech’s strong cash flow ($166 million in Q2 2025) and disciplined cost management suggest it is well-positioned to navigate these challenges.

Conclusion: A Model for Values-Driven Growth

Logitech’s #Creators4BIPOC initiative demonstrates that CSR, when strategically integrated into business operations, can enhance brand equity, attract socially conscious capital, and drive long-term value. For investors, the lesson is clear: in an era where consumers and capital increasingly demand ethical accountability, companies that align their missions with societal progress—while maintaining financial rigor—are poised for outperformance.

In the tech and gaming sectors, where identity and community are as vital as code and circuits, Logitech’s approach is not just innovative—it is essential.



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Coda expands globally by acquiring Recharge

Coda, a global digital content monetisation provider, has signed an agreement to acquire Recharge, a prepaid payments platform based in Europe. This acquisition propels Coda’s growth beyond the gaming sector, increasing its capacity to cater to the wider digital content economy, spanning various categories, clients, and continents, by expanding its presence in Europe and bolstering […]

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Coda, a global digital content monetisation provider, has signed an agreement to acquire Recharge, a prepaid payments platform based in Europe.

This acquisition propels Coda’s growth beyond the gaming sector, increasing its capacity to cater to the wider digital content economy, spanning various categories, clients, and continents, by expanding its presence in Europe and bolstering its direct-to-consumer capabilities.

For Recharge, this deal offers B2B expertise, access to stronger partnerships with leading digital content publishers, and a proven strategy for growth in rapidly expanding markets, particularly throughout Asia. According to the company’s projections for 2024, the combined entity would have facilitated over USD 1.75 billion in sales, served more than 200 million customers, and operated in over 180 markets, establishing a substantial global presence from the outset.

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Coda’s role in the market

Coda serves as a monetisation partner for mobile gaming and digital content publishers, including names like Electronic Arts, Activision, Riot Games, HoYoverse, and Moonton. The company manages the distribution of over 500 titles from more than 300 publishing partners and powers web stores for franchises such as Call of Duty: Mobile and EA SPORTS FC Mobile. For publishers, Coda facilitates global expansion by handling risk management, compliance, and customer support as the Merchant of Record.

Recharge strengthens Coda’s B2C scale and extends its reach throughout Europe. Offering over 16,000 products across categories such as gaming, mobile, gift cards, and lifestyle, Recharge employs a marketing-driven, consumer-centric strategy while leveraging its established brand equity and a user base exceeding 8 million.

Synergistic integration

The transaction between Coda and Recharge integrates payments expertise, publisher and brand partnerships, and extensive consumer reach, updating cross-selling opportunities and market access. With combined capabilities and global coverage, they aim to serve the digital content economy effectively in both B2B and B2C. The deal is supported by Apis Partners, Insight Partners, Smash Capital, and other investors.



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Game on: Northeast Indiana schools, colleges tout benefits of esports | Schools

Hudson Kelly had a love-hate relationship with the season of tennis he played at Prairie Heights High School in LaGrange. His hunch that it would be fun to try something new while spending time with friends was correct, he said, but he hated the sport itself. That sole season was Kelly’s extent of participating in […]

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Hudson Kelly had a love-hate relationship with the season of tennis he played at Prairie Heights High School in LaGrange.

His hunch that it would be fun to try something new while spending time with friends was correct, he said, but he hated the sport itself.

That sole season was Kelly’s extent of participating in extracurricular activities until he enrolled in Trine University, a close-to-home campus in Angola that further appealed to him because of its esports program. Playing video games was his pastime, and he looked forward to improving his skills, he said.

“I joined the program fairly easily and made even more friends,” said Kelly, who in April helped Trine’s Overwatch team win its second consecutive Eastern College Athletic Conference national title.

Esports isn’t just about victories, however.

Program leaders at northeast Indiana high schools and colleges said esports can also increase academic motivation, create a sense of community and belonging, improve communication and team-building skills, and engage a neglected demographic – students uninvolved in traditional athletics, clubs and other school activities, like band.

And for a state facing a declining college-going rate that now stands at 51.7%, esports programs offer another perk – the potential to put teens on a path to higher education. Institutions, including Indiana Tech, offer esports scholarships.

“It’s just like an athletic scholarship,” said Jake Middleton, the Fort Wayne university’s head esports coach.

Joe Wilhelm, Snider High School’s head esports coach, has seen such opportunities benefit students. About a dozen spring graduates are signed to play at institutions including Indiana Tech, Manchester University and Ball State University, he said. Such opportunities have benefited students who wouldn’t have gone to college otherwise, and recipients have included students who were failing classes before joining the program.

“It gives them a structure through which they’re motivated to do well in school,” said Wilhelm, who also serves as director of the Indiana Esports Network, a collective of more than 150 school districts statewide.

Jeremy Goossens, Trine’s esports director, agreed.

“Spending hours in front of a screen without any support can lead to withdrawing from school or a decrease of grades,” he said. “Creating a strong educational frame allows the use of gaming as a motivation to pursue their passion while building their future.”

Esports has caught the attention of state Rep. Kyle Miller, D-Fort Wayne. He proposed a bill this year calling for the Indiana Economic Development Corp. to study strategies allowing Indiana to become a leader in esports industry development.

After passing the House in February, the legislation was assigned to the Senate Committee on Commerce and Technology and never received a hearing.

Miller, who is planning his legislation for the next legislative session, said by email that esports could create lasting economic effects and attract people and companies to the state.

“Colleges throughout the state and the rest of the country already have dedicated high-tech spaces to esports competition and development, and many offer scholarships to recruit students for their varsity gaming teams,” Miller said. “The interest is clearly there, and if Indiana has an opportunity to be a leader in the growing industry, we should at least consider the potential impact it would have on our state economy.”

Broad appeal

Nearly 85% of Americans ages 5 to 17 play video games at least an hour each week, according to this year’s annual Entertainment Software Association report about the U.S. video game industry.

The hobby is popular among both genders, but the association’s report found boys and men play at higher frequencies across nearly all age groups. Among kids ages 5 to 12, 88% of boys reported playing at least an hour per week compared to 78% of girls. Gen Z – ages 13 to 28 – reported similar use by gender: 85% and 70%, respectively.

In Indiana, male high school graduates are less likely to immediately enroll in higher education than are their female counterparts. Statistics for the class of 2023 show the female college-going rate was 58% – 13 percentage points higher than the male rate, according to the Indiana Commission for Higher Education.

The disparity is even greater in Adams, Huntington, Kosciusko, LaGrange, Noble, Steuben and Whitley counties. The female college-going rate in those northeast Indiana communities outpace the male rate by 14 to 26 percentage points.

Students have told Middleton, the Indiana Tech coach, that they probably wouldn’t have gone to college if it wasn’t for the esports program, which is coed but predominantly male.

The opportunity to compete while earning a degree can also tip the scales for aspiring professional esports players, Middleton said.

“It’s like, ‘Hey, I can try to go pro. If it doesn’t work out, at least I have a degree as a backup plan,’ “ he said.

Goossens, the Trine esports director, can relate. He was once that student uninterested in school, wanting only to play video games. His parents used his passion as motivation by telling him an esports career is short, he said, and he could better secure his future by studying something that could apply to competitive video game play.

Goossens followed his parents’ advice, which led to earning an event management degree, he said, noting he was interested in hosting esports events. He has worked in esports for 11 years.

Social spot

The popularity of the $2.1 million esports facility Trine dedicated last September illustrates the demand for competitive video game spaces.

Trine indicates on its website that enrollment at the Angola campus totaled nearly 4,400 graduate, undergraduate and dual-enrollment students last fall. About 700 students used the Mark and Sarah Music/Ruoff Mortgage Esports Arena, making it one of the university’s busiest places, Goossens said.

He added students from nearby K-12 school districts are among the off-campus visitors who use the facility, which features about 60 gaming computers, a spectator area, a competitive battle stage and broadcast booth for livestreaming and commentary.

“It’s a great space to be around others,” Goossens said.

The alternative is students playing alone, he said, and that’s not good for retention.

Statistics for Indiana’s public institutions show only 48% of students graduate from college on time, although rates vary by campus type. About 60% of students attending four-year main campuses earn their degrees on time compared to 30% attending four-year non-main campuses and 24% attending two-year campuses, according to the Indiana Commission for Higher Education.

Like traditional college sports, esports requires players to have good grades, Goossens said, and study tables are offered for participants struggling academically. At Trine, team members must be passing their classes and have a minimum 2.5 GPA – or 3.0 for team captains.

Students who aren’t on the teams also must meet an academic standard to use the arena.

“This GPA requirement is 2.0 but is also paired with their class schedule to have their account disabled when they are supposed to be in class,” Goossens said.

Kelly, the Trine esports participant from LaGrange, said his team rallied behind a player whose grades jeopardized his status. The group worried they would have to find and build chemistry with a new teammate, Kelly said, but his friend improved his GPA.

“I was proud,” said Kelly, noting he would offer to help his teammate study, even if it meant driving back to campus.

K-12 schools, including Lakeland Junior-Senior High School in LaGrange, hold esports participants to the same standards as the Indiana High School Athletic Association, which has academic eligibility requirements. This adds another layer of support for students who might need extra help academically, said Garett Chrisman, head coach.

“The academic standard we stress is that students must be passing the majority of their classes,” he said. “If they fail more than one class, they are barred from competition until they improve their grades.”

Lakeland students are among those that have visited Trine’s facilities. Chrisman said those trips are about more than getting to play video games.

“They are ingratiating themselves with a postsecondary level esports team and Trine Esports’ associated educational programs,” he said.

“It helps them see for themselves how to develop a potential future in the fields of science and technology.”



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Upstate college students compete for esports scholarships

GREENVILLE, S.C. (WSPA) – More than 400 college gamers are set to compete for scholarships during tournaments at the Southeast Game Exchange. The tournament put on by the Carolina Games Summit, and Creative Director Michael Everett said gamers will compete for prizes from a $400,000 prize pool. Everett added that they are expecting 51 winners […]

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GREENVILLE, S.C. (WSPA) – More than 400 college gamers are set to compete for scholarships during tournaments at the Southeast Game Exchange.

The tournament put on by the Carolina Games Summit, and Creative Director Michael Everett said gamers will compete for prizes from a $400,000 prize pool.

Everett added that they are expecting 51 winners from a group of 480 players.

Winners will receive scholarships ranging from $1,000 to $5,000 from North Carolina Wesleyan University, Barton College, and Louisburg University.

“We’re working with schools that offer esports programs,” Everett said. “Trying to help kids figure out how to get a job in the esports industry.”

He also said that students who win the money don’t have to be esport or game design majors, just people with an interest in learning and playing esport games.

According to Carolina Games Summit, tournament games include Fortnite, Gran Turismo, Donkey Konga 2, and Rocket League. The tournament is just one of many events visitors can participate in.

The Southeast Game Exchange also hosts a cosplay contest, interactive scavenger hunt side quests, live wrestling shows and panels with celebrities and content creators.

Game enthusiasts can also buy, sell, or trade game and character memorabilia, according to the event website.

Couldn’t make it today? The tournament continues through July 19 – 20 at the Greenville Convention Center.

Copyright 2025 Nexstar Media, Inc. All rights reserved. This material may not be published, broadcast, rewritten, or redistributed.

For the latest news, weather, sports, and streaming video, head to WSPA 7NEWS.



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U of A Honors College Names First Natural State Fellows from Across Arkansas

Photo Submitted The University of Arkansas Honors College has awarded its inaugural Natural State Fellowship to 12 incoming freshmen from across Arkansas, each bringing a wide range of interests and talents. The prestigious fellowship provides up to $80,000 over four years to cover tuition, fees, books, room and board and […]

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U of A Honors College Names First Natural State Fellows from Across Arkansas


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The University of Arkansas Honors College has awarded its inaugural Natural State Fellowship to 12 incoming freshmen from across Arkansas, each bringing a wide range of interests and talents.

The prestigious fellowship provides up to $80,000 over four years to cover tuition, fees, books, room and board and other academic expenses. This support enables students to pursue original research, study abroad, service learning and other enriching academic experiences.

To qualify, incoming students must first meet the ACT/SAT and GPA requirements for fellowship consideration. Students must also be Arkansas residents who meet at least one of the following criteria: have significant financial need, plan to enroll as a first-generation college student, or come from a geographic area of the state that is less well-represented at the university. 

Recipients can combine fellowship funds with other scholarships and grants, including the more than $1 million in study abroad and research grants awarded annually by the Honors College. 

“We’re thrilled that every student offered a Natural State Fellowship chose to join us this fall—something that rarely happens in recruiting,” said Lynda Coon, dean of the Honors College. “It’s a testament to the importance of reaching every corner of Arkansas. Their records speak for themselves—these are truly exceptional students, and we’re fortunate to welcome them into our inaugural cohort.”

The 2025 Natural State Fellows are:

  • Alyssa Babb – Harrison
  • Tristan Burnett – Heth
  • Chloe Dunkelgod – Arkadelphia
  • Bentley Fox – Gillett
  • William Hacker – Brookland
  • Riley Hart – Mountain View
  • Whitney Juarez – Crossett
  • Prabhdil Kaur – Bentonville
  • Altin Kight – Lockesburg
  • Ayden Kilgore – Cedarville
  • Hannah Lawley – Van Buren
  • Carson Maurer – Bryant

By prioritizing local talent, the new fellowship underscores the Honors College’s commitment to retaining Arkansas’s brightest students and strengthening recruitment efforts. It also expands support for students from all regions of the state and socioeconomic backgrounds, reinforcing the U of A’s land-grant mission and advancing Chancellor Charles F. Robinson’s strategic goal of broadening educational access for Arkansans.

2025 Natural State Fellows

Alyssa Babb graduated from Bergman High School, where she served as editor and business manager of the yearbook and design editor of the school newspaper. She was secretary of the art club, a member of the National Honor Society, and helped organize events as part of the prom committee. She also attended Arkansas Girls State and captained her school’s esports team.

Babb received recognition from the College Board National Recognition Program, earned multiple top-of-class medals, and was awarded the “A” Honor Roll distinction. She also made the dean’s list at North Arkansas College for her concurrent enrollment coursework.

She plans to major in computer science and is the daughter of Lori and Jonathan Babb.

Tristan Burnett graduated from the Academies of West Memphis High School where he served as president of Mu Alpha Theta, the school’s math club. He was a student ambassador, captain of the soccer team and participated in Arkansas Boys State. Outside of school, he worked at a local tire shop, refereed boys’ and girls’ soccer games, served as sound manager for his church and attended the University of Arkansas Engineering Summer Camp.

Burnett received both the National Rural and Small Town Recognition Award and the National First-Generation Recognition Award. He placed first in a regional algebra competition, received the AP Language Award and was named Student of the Month at his school.

He plans to major in mechanical engineering and is the son of Darla and Ronald Burnett.

Chloe Dunkelgod graduated from Arkadelphia High School where she was part of the gifted and talented program, joined the Beta Club and National Honor Society, led the International Club as president and developed leadership skills through Future Business Leaders of America. Outside of school she volunteered at the Humane Society.

She graduated summa cum laude and was recognized as an AP Scholar, Student of the Year and 4-Year Badger Scholar, the highest distinction at her school. She also completed all medical career pathway courses offered.

She plans to major in mechanical engineering and is the daughter of Marsha and Carl Dunkelgod.

Bentley Fox graduated from DeWitt High School where she served as a class officer and as secretary for both the student council and Thunder Club. She captained the cheer team, ran track and participated in Future Business Leaders of America. Outside of school she took part in Arkansas Girls State, led her church youth group and helped her family tend their corn crop and deliver it to the community and people in need.

She was commended by the College Board National Recognition Program and received the AP Scholar with Honor Award. She was also named DeWitt High School’s Top Student for her performance in AP classes, received the Academic Excellence Award and graduated with honors.

She plans to major in agricultural business and is the daughter of Misty and Curtis Fox.

William Hacker graduated from Jonesboro High School where he led the debate team, tutored students in math, captained the Model United Nations team and volunteered with the Young Democrats. Outside of school he helped coach a U8 soccer team and volunteered on the surgery floor at St. Bernard’s Medical Center.

He is an AP Scholar with Distinction and received the AP Government and Politics Award at his school. He has earned numerous honors in debate, including the title of national qualifier and the National Speech and Debate Association’s Outstanding Distinction. He also ranked as the 16th Public Forum Speaker in the Silver Division at the Tournament of Champions, the most prestigious national debate competition in the country.

He plans to major in psychology and is the son of Mary Edmundson and Dr. Hans Hacker.

Riley Hart graduated from the Arkansas School for Mathematics, Sciences and the Arts where he conducted research on the properties of recycled polypropylene and worked in the school cafeteria and at the front desk. He also took concurrent courses at the University of Arkansas–Fort Smith. Outside of school he is restoring a 1972 Volkswagen Super Beetle, works in his father’s metal fabrication shop and enjoys making handmade gifts. He also participated in the Boy Scouts of America.

His Test of Engineering Aptitude, Mathematics and Science (TEAMS) team placed second in the state and in the State Beta Club Convention. He has received awards for academic excellence in core classes.

He plans to major in mechanical engineering and is the son of Katherine Hale and Emmett Hart.

Whitney Juarez graduated from Crossett High School where she participated in the Beta Club, student council, art club and National Honor Society. Outside of school she served on the Mayor’s Youth Council as a junior clerk.

She was named National Beta State Convention Champion in mixed media and placed fourth in the jewelry division and fifth in drawing.

She plans to major in landscape architecture and is the daughter of Juan Juarez.

Prabhdil Kaur graduated from Bentonville West High School where she led the Health Occupations Students of America Club and the Indian Student Association. She volunteers regularly, attends book club and serves on the Teen Advisory Board at the Bentonville Public Library. She is the founder and co-president of the West Library Association, which promotes the value of public libraries to high school students. She also serves on the Bentonville School District Teen Board and the Bentonville Moves Coalition Board.

She was commended by the College Board National Recognition Program and named an AP Scholar with Distinction. She received high honors for her AP credits and earned the “Career Completer” award for her extensive coursework in health sciences.

She plans to major in finance and is the daughter of Prabhjot and Dalwinderpal Gill.

Altin Kight graduated from De Queen High School where he participated in Quiz Bowl, his school’s broadcasting organization, the National Honor Society, art club and the Technology Student Association. Outside of school, he interned at the local radio station.

He received the Rotary Award and multiple honors for academic excellence. He has also earned certifications in Microsoft programs.

He plans to major in biology and is the son of Remzije and Jimmy Kight.

Ayden Kilgore graduated from Alma High School where he played trombone in the band and served as head drum major. He was a member of the Quiz Bowl team, Tabletop Gaming Club and National Honor Society. He also served as treasurer of his school’s Mu Alpha Theta chapter.

He is exploring majors related to premedical studies and is the son of Lori and Ronnie Kilgore.

Hannah Lawley graduated from Van Buren High School where she participated in Mu Alpha Theta and the History Club. She works in customer service at Dairy Queen and enjoys sculpting and painting in her free time.

She earned the AP Scholar Award and was named to the Honor Roll throughout her high school career. She also completed extensive coursework in biomedical sciences.

She plans to major in biology and is the daughter of Jamie and Danny Lawley.

Carson Maurer graduated from Bryant High School where he participated on the Quiz Bowl team and tutored classmates. Outside of school he programs for fun, has trained on neural networks and runs AV for his church’s youth group.

He is an AP Scholar with Distinction and was named to the school’s Platinum Honor Roll. He ranked among the top two in his oral communication class and won the state tournament design award with his robotics team.

He plans to major in computer science and is the son of Cindy and Bryce Maurer.

About the Honors College: The University of Arkansas Honors College was established in 2002 and brings together high-achieving undergraduate students and the university’s top professors to share transformative learning experiences. Each year the Honors College awards fellowships that provide $80,000 over four years, and more than $1 million in undergraduate research and study abroad grants. The Honors College is nationally recognized for the high caliber of students it admits and graduates. Honors students enjoy small, in-depth classes, and programs are offered in all disciplines, tailored to students’ academic interests, with interdisciplinary collaborations encouraged. All Honors College graduates have engaged in mentored research.

About the University of Arkansas: As Arkansas’ flagship institution, the U of A provides an internationally competitive education in more than 200 academic programs. Founded in 1871, the U of A contributes more than $3 billion to Arkansas’ economy through the teaching of new knowledge and skills, entrepreneurship and job development, discovery through research and creative activity while also providing training for professional disciplines. The Carnegie Foundation classifies the U of A among the few U.S. colleges and universities with the highest level of research activity. U.S. News & World Report ranks the U of A among the top public universities in the nation. See how the U of A works to build a better world at Arkansas Research and Economic Development News.



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