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China Limits Kids’ Online Gaming to Three Hours a Week

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Children and teens under 18 years old in China will only be allowed up to three hours per week to play online video games, according to new rules published Monday by China’s National Press and Publication Administration.

According to a translated notice about the new rules, people under 18 will be allowed to play video games one hour a day between 8 pm and 9 pm on weekends and legal holidays. The agency billed the rules as a way to safeguard children’s physical and mental health.

The rules will apply to companies providing online game services to minors, limiting their ability to serve those users outside of designated hours. The companies also will not be allowed to provide services to users who haven’t logged in with real-name registration, preventing them from simply remaining ignorant to their users’ backgrounds.

The latest rules from the NPPA significantly reduce the amount of time minors can play online games. Under 2019 rules, people under 18 were allowed to play games for 1½ hours a day on most days.

“There are over 110 million minors that play video games in China today, and we expect the new limits to lead to a decline in the number of players and a reduction in the amount of time and money spent in game by those under 18,” Daniel Ahmad, senior analyst at Niko Partners, said.

“However, we do not expect the decline in spend to have a significant material impact on the bottom line of game companies given limits on time and spending have already been in place for minors for the past two years. Therefore, we expect a softer impact on overall growth rates as spending among minors was already low.”

Asia

NODWIN Gaming Appoints Atin Suri as the Global Head of Experiential Marketing

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NODWIN Gaming, a leader in new-age youth entertainment, gaming, and esports, has announced the appointment of Atin Suri as Global Head of Experiential Marketing. With a track record of delivering disruptive, immersive brand experiences across diverse markets, Atin brings a wealth of expertise to help further NODWIN Gaming’s mission to engage and excite audiences across all ages, worldwide.

Atin will be responsible for leading NODWIN Gaming’s worldwide expansion efforts in experiential marketing and continued growth while handling the company’s white-label events and activations. His ability to formulate marketing strategies and well-crafted market messaging for a global audience ties in seamlessly with NODWIN Gaming’s vision as the company continues to expand its footprint in the industry and deepen its engagement with audiences.

A key focus for NODWIN Gaming is providing holistic entertainment to the global youth with its diverse range of intellectual properties that spans esports, gaming, pop culture, music, and comedy. Atin’s extensive expertise in crafting bespoke and immersive on-ground experiences will be key in enhancing consumer experience and brand recall.

“For me, experience is everything, and I’ve always wanted to push the envelope when it comes to the intersection of technology and immersive experiences,” said Atin. “At NODWIN Gaming, I see endless opportunities when it comes to experiential marketing especially when the company is expanding further towards youth-focused experiences across the world.”

Before joining NODWIN, Atin founded The Experiential Hub, a disruptive agency known for crafting innovative brand events and activations. His experience as a pioneer in experiential marketing includes leading several landmark campaigns.

A decade ago, Atin recognised the untapped potential of esports in India, a foresight that led to his successful collaboration with Akshat Rathee, Co-Founder and Managing Director of NODWIN Gaming. Together, they worked on Dew Arena and made it India’s Largest Offline Gaming Championship.

Building on this partnership, they went on to bring DreamHack, the world’s largest gaming festival to India. This groundbreaking project won the award for Best Intellectual Property at the prestigious WOW Awards Asia 2019. Atin also played a pivotal role in organising major esports events with the NODWIN Gaming team in India including ESL One, PUBG Club Open, PMPL South Asia and many more.

“We are thrilled to welcome Atin to NODWIN Gaming” commented Akshat Rathee, Co-founder and Managing Director of NODWIN Gaming. “Having worked with Atin on previous projects, we have always admired his ability to bring fresh and bold ideas to the table. His passion for tech-driven, experiential events makes him the perfect fit for our vision of creating unforgettable gaming experiences globally.”

Atin has also been the recipient of multiple honours like the JWT HiP Club Rising Star, the CEO Award from PepsiCo, and the Tech India Award.

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Asia

FBM Foundation organizes a Breast Cancer Awareness Program to encourage prevention practices

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Educating and empowering female volunteers on the importance of Breast Cancer early detection and prevention was the main purpose of the Breast Cancer Awareness Program that the FBM Foundation held last October 17th at the One Corporate Centre Building in Pasig City. The initiative prepared by the Corporate Social Responsibility project of the FBM Group gathered 48 women.

The Breast Cancer Awareness Program reflects the FBM Foundation’s ongoing commitment to health awareness and community well-being. Dr. Alodee Mejia, a breast cancer care expert from Asian Hospital and Medical Center, served as the guest speaker, offering essential insights on early detection, self-examinations, and the latest treatment and preventive measures.

“Breast cancer touches many lives, and raising awareness is crucial. It is not just about knowing it exists; it’s about understanding how to act. With expert guidance, we can offer our volunteers the proper knowledge to make a difference in the fight against this health issue,” said Lulu Barreras, FBM Foundation Project Coordinator in the Philippines.

Breast cancer is one of the most common types of cancer worldwide, and early detection can significantly increase survival rates. Regular self-examinations and screenings are essential for catching the disease in its early stages. It is important to remember that breast cancer does not only affect women. Men are also at risk, and being informed and vigilant is a big step forward to save lives.

By hosting this program, the FBM Foundation emphasized its dedication to promoting health, encouraging proactive measures, and supporting the well-being of its volunteers. This program was not only an opportunity to share knowledge but also to inspire action. As the volunteers are now better equipped, they are more likely to engage in conversations with their families, friends, and communities, spreading awareness about breast cancer and the importance of early detection. The FBM Foundation hopes this ripple effect will extend far beyond the conference room, creating a visible change in the community.

Raising awareness about critical health issues such as breast cancer reflects a deeper commitment from companies to help society. Through the organization of awareness initiatives like this program, businesses can contribute to having more informed employees and volunteers and have an active role in public health efforts.

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Asia

Esports Makes Historic Debut at Tamil Nadu Government’s Chief Minister’s Trophy Games 2024

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In a landmark move for Indian esports, the Tamil Nadu government has announced the inclusion of esports as a demo event in the prestigious Tamil Nadu Chief Minister’s Trophy Games 2024. The Sports Development Authority of Tamil Nadu (SDAT) has incorporated Skyesports as the Principal Technical Partner along with Esports Association of Tamil Nadu and Thamizh Esports Association to launch the initiative.

The Tamil Nadu Chief Minister’s Trophy Games is a flagship sports initiative aimed at promoting and nurturing grassroots talent across various sports. The inclusion of esports reflects the Tamil Nadu Government’s commitment to embracing the evolving trend in sports on the back of the inclusion of esports in the Asian Games, and the announcement by the International Olympic Committee (IOC) to introduce a standalone Olympic Esports Games in 2025.

“We are thrilled to witness the debut of e-sports as a demo event at this year’s Chief Minister’s Trophy. This groundbreaking inclusion reflects Tamil Nadu’s forward-thinking approach to sports and youth engagement. Esports has rapidly grown in popularity around the globe and by introducing it in the Chief Minister’s Trophy as a demo sport, Tamil Nadu is taking a major step toward recognising and nurturing diverse athletic talents, both in traditional sports and emerging digital platforms,” said the Additional Chief Secretary, Youth Welfare and Sports Development Department.

Eight Skill-Based Games to Be Part of The Esports Test Event In The Tamil Nadu CM Trophy 2025, Engaging More Than 1.5 Million Gamers

The eight games set to be a part of the Tamil Nadu CM Trophy are as follows:

●       Battlegrounds Mobile India (BGMI)

●       Pokemon UNITE

●       Real Cricket 2024

●       EA FC 2024

●       NBA 2K25

●       eChess

●       Street Fighter 6

●       F1 2024

The selected games span a diverse range of titles, catering to mobile, PC, and console gamers. Registrations are now open to all eligible gamers in Tamil Nadu .The competition kicks off with online qualifiers, where participants will vie for a spot in the grand finale. Skyesports along with Esports Association of Tamil Nadu and Thamizh Esports Association will manage the entire event, culminating in an exciting on-ground finale in Chennai on October 20, bringing together the top players from each category for a thrilling conclusion.

“Esports is already part of the Asian Games and will soon be getting a standalone event by the IOC. In line with these evolving trends, we are introducing esports as a test event this year, and plan to make it an official part of the Tamil Nadu CM Trophy in 2025,” said the Member Secretary of Sports Development Authority of Tamil Nadu (SDAT).

The Tamil Nadu State Government aims to engage 1.5 million gamers and esports enthusiasts through participation and viewership. Additionally, it aims to bring an active participation of more than 100,000 gamers through the open-for-all qualifiers.

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