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DUBLIN, October 4, 2021 / PRNewswire / – The Global B2B Sports Nutrition Market Size, Share and Trend Analysis Report by Application (Weight Management, Immunity Boosting, Strength Training), By Distribution Channel (Fitness Studio, Gyms) , by region and segment forecast, 2021-2028 “ report was added to ResearchAndMarkets.com offer.

The global B2B sports nutrition market size is expected to reach $ 5.9 billion by 2028, expanding at a CAGR of 9.8%

Consumers are proactively participating in sports and fitness activities as they are increasingly inclined to adopt a healthy and physically fit lifestyle. The increase in the number of gyms and fitness centers around the world supports the fitness goals of their members.

The growing awareness of the importance of nutrition-based products is a key factor driving the market. In addition, fitness centers and gymnasiums endorse sports nutrition products, thus propelling the growth of the market. Advances in online trading platforms are improving the accessibility and availability of products globally.

Globalization has brought about a rapid change in lifestyles, which has altered eating habits. This, in turn, has led to dietary deficiencies and an increased prevalence of chronic diseases like diabetes, cancer, cardiovascular disease, and obesity.

The growing health awareness and the shift in mindset from curative to preventive care among consumers are driving the demand for supplements and sports products. Consumers focus on personal care and meticulously monitor their nutritional and health status. Globally, people are concerned about their personal health and easily adopt an active lifestyle.

According to estimates from the International Health, Racquet and Sportsclub Association, the number of fitness club members has grown steadily, from 58.0 million in 2010 to 73.6 million in 2019.

Finally, the key players are investing more and more in the development of new innovative products to develop their product portfolio. Companies respond to the growing demand for organic and plant-based nutritional products, which ultimately contributes to development.

For example, Cliff bar and company at February 2021 launched its Luna Bars product portfolio with probiotics to promote digestive health and serve as a healthy meal replacement option. Likewise, in July 2019 Herbalife Nutrition has launched Herbalife 24-BCAA to provide rapid recovery and improve performance.

Highlights of the B2B Sports Nutrition Market Report

  • The market is expected to experience significant growth during the forecast period, owing to the increasing inclination towards healthier lifestyles, the growing number of fitness and health centers, and the increase in healthcare spending.
  • The recovery segment dominated the market in 2020 due to the growing health awareness and consumption of sports nutrition products for muscle growth and recovery.
  • Gym segment dominated the market in 2020 due to the increase in number of gyms and fitness centers around the world
  • North America dominated the market in 2020 due to increasing disposable income, growing number of gyms and presence of major key players

B2B Sports Nutrition Market Variables, Trends and Scope

Market lineage outlook

  • Parent Market Outlook
  • Nutraceuticals market
  • Related / auxiliary market
  • Over-the-Counter Drug Market
  • Fortified Food and Beverage Market

Market driver analysis

  • Increased health awareness and increased awareness of sports nutrition products
  • Increase disposable income
  • More and more initiatives in the field of sports nutrition

Analysis of market restrictions

  • Availability of counterfeit products on the market

Analysis of market challenges

  • Changes in the regulatory scenario

Major transactions and strategic alliances

  • Joint ventures
  • Product launches
  • Merger and Acquisition
  • Expansion
  • Partnerships

Companies mentioned

  • Glanbia SA
  • Abbott
  • PepsiCo
  • General Nutrition Centers, Inc.
  • The generous company
  • Cliff bar & Society
  • Science in Sport
  • The Hutte group
  • Cardiff B2B Sports Nutrition Limited
  • Iovate Health Sciences International, Inc.
  • MusclePharm
  • Post Holdings Inc.
  • Herbalife International of America, Inc.

For more information on this report, visit https://www.researchandmarkets.com/r/9so3ir

Media contact:

Research and markets
Laura Wood, senior
[email protected]

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SOURCE Research and Markets

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Facebook, Instagram and WhatsApp hit by global blackout

Facebook and Instagram appeared to be partially reconnected to the global internet, six hours after a blackout that crippled the social media platform.

Facebook and its WhatsApp and Instagram apps went extinct early around 5:30 a.m. (New Zealand time) in what website watchdog group Downdetector said was the biggest such failure it had ever seen. There have been 10.6 million reports of problems worldwide.

At around 11:30 a.m. (New Zealand time), some Facebook users began to regain partial access to the social media app. WhatsApp continued to have connection issues for at least some people.

The blackout was the second blow to the social media giant in as many days after a whistleblower on Sunday accused the company of repeatedly prioritizing profit over cracking down on hate speech and disinformation. The complaint led two members of the European Parliament to request an investigation into the allegations.

Security experts said the disruption could be the result of an internal error, although sabotage by an insider is theoretically possible.

“Facebook practically locked its keys in his car,” tweeted Jonathan Zittrain, director of the Berkman Klein Center for Internet & Society at Harvard.

Reuters could not immediately confirm the problem affecting the services, but the error message on the Facebook Inc webpage suggested a problem with the domain name system (DNS).

DNS allows web addresses to take users to their destinations. A similar outage at cloud company Akamai Technologies Inc shut down several websites in July.

Security experts who monitored the situation said the outage could have been triggered by a configuration error, which could be the result of an internal error, although sabotage by an insider is theoretically possible.

Outside hacking was considered less likely. In contrast, a massive denial of service attack that could overwhelm one of the world’s most popular sites would require either coordination between powerful criminal groups or a very innovative technique.

Facebook acknowledged that users were having difficulty accessing its apps, but did not provide any details on the nature of the problem or how many people were affected by the outage.

“We are working to get things back to normal as quickly as possible, and we apologize for any inconvenience,” Facebook said.

Facebook experienced similar widespread outages with its suite of apps this year in March and July.

Several users using their Facebook credentials to log into third-party apps like Pokemon Go and Match Masters were also facing issues.

“If your game is not working as usual, please note that there has been a problem with the Facebook login servers and as soon as this is fixed everything will be back to normal,” said the game application from puzzle Match Masters on his Twitter account.


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How are crypto and blockchain changing the face of online gambling?

Decentralized applications, dispersed ledgers, and blockchain-based systems help lay the groundwork for much of your online life. We are witnessing the emergence of a revolutionary new digital fabric that is reshaping the internet beneath our feet, and you may not even know it. Blockchain, unlike cloud or IoT, is not a familiar term. It’s not a visible, tactile breakthrough like a smartwatch or online delivery. However, given the reality of the Internet, blockchain is the best solution to the question we have been asking ourselves since the creation of the Internet: how can we share information securely?

Photo by DEAR on Unsplash

Blockchain technology has transformed several industries and transformed the way people do business and conduct their daily lives in recent years. The influence of blockchain extends far beyond cryptocurrencies and ICO.

In addition to financial services and supply chain industries, energy, agriculture and art are among the many verticals for which blockchain technology is now used. The online gaming industry has also joined the party to bring blockchain into its business, recognizing the potential of this exciting new technology. Read on to see how blockchain technology is transforming the way online gaming platforms work.

What is the function of cryptocurrency in online games?

Wallets can be used to buy and sell cryptocurrencies on exchanges. Sending cryptocurrencies can also be done by transferring them from a user’s digital wallet to the recipient’s digital wallet.

In the world of online games, monetization methods such as in-app marketing, in-app purchases, and affiliate promotion are commonly used.

Players can purchase cash, extra lives, and custom avatars directly in-game through in-game purchases. In online bitcoin games, users buy things using virtual currency or by purchasing virtual currency themselves. In-app marketing in online games takes the form of incentive ads, in which players are paid with cryptocurrency to perform particular activities, watch video ads, and complete surveys.

Players need to tap affiliate links and ads to refer a friend, receive incentives, and sign up for a free affiliate marketing offer. There are several online casinos that accept cryptocurrencies, where players can participate in virtual asset exchanges and games.

Consider some of the benefits of using bitcoin in online gaming.

  • Online gaming transactions and blockchain technology

Online casinos have realized over time that using traditional deposit and withdrawal options is an expensive and time consuming process that can be frustrating for both parties involved. Vendors who handle payments and act as intermediaries between casinos and customers get the most out of these techniques.

But thanks to the blockchain, internet gambling companies can process payments quickly and easily without the need for expensive third-party transaction processors. This technology is adequate to provide a secure and simple transaction between any player and a UK online slots, as well as a decentralized marketplace where game companies can deliver games and apps directly to customers.

  • Possibility to play regardless of the location

The use of bitcoin allows players to play across borders without worrying about security or exchange rates. It allows players to play without having to validate their identification or email address. For this reason, players have more options when it comes to money transfers.

A major problem with online gaming platforms is the lack of trust between users. But the use of blockchain in online games prohibits illegal transactions of digital assets. Additionally, it puts an end to key pillaging and duplication by implementing a fixed ledger and eliminates the need to keep duplicate keys.

  • Paris eSports and blockchain

Players all over the world can now take advantage of decentralized eSports betting, thanks to blockchain technology.

Sometimes your money is protected while your personal information is not when playing online games. If you are hesitant or unwilling to share your information, Bitcoin online games are perfect for you. Additionally, unless a user freely publishes their transactions, bitcoin purchases remain private. This is because each transaction generates a new anonymous bitcoin address for consumer purchases.

to summarize

Obviously, blockchain technology has infiltrated the online gaming industry. Players will be able to enjoy quick and hassle-free withdrawals using blockchain technology. Blockchain technology is able to open the door to several new applications and market possibilities. And according to experts, the scope of what is possible for this new technology is just the beginning.


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Cyber ​​Security Firm Warns of Trojans Targeting Popular Online Gaming Platform Accounts

Kaspersky researchers have discovered an advanced Trojan, dubbed BloodyStealer, which targets user accounts of popular online gaming platforms.

The Advanced Thief is sold on the darknet forums. It is used to steal player accounts on popular gaming platforms such as Steam, Epic Games Store, and EA Origin, Kaspersky said.

BloodyStealer’s features including scan and detection avoidance, low subscription price, and other great features.

As Kaspersky’s latest research shows, in-game gaming goods and accounts are in demand on the darknet.

Read also: Beware of Trojan horse attacks, MeitY warns customers of 27 major banks

Combinations of game IDs and passwords on popular platforms such as Steam, Origin, Ubisoft, and EpicGames can be listed for sale at prices as low as $ 14.2 per thousand accounts when sold in bulk. , and for 1 to 30% of the value of an account when sold separately.

“These stolen accounts are not the result of accidental data leaks, but the result of deliberate cybercrime campaigns that use malware such as BloodyStealer,” he said.

“BloodyStealer is a Trojan horse thief capable of collecting and exfiltrating various types of data, for cookies, passwords, forms, browser bank cards, screenshots, login memory and sessions of various applications These include games – EpicGames, Origin and Steam in particular, ”he added.

Kaspersky researchers first spotted the malware in March, where it was advertised as being able to evade detection and protected against reverse engineering and general malware analysis. It is sold on underground forums for less than $ 10 for a one month subscription period or $ 40 for a lifetime subscription.

Also Read: Over 5.8 Million Malware & Unwanted Software Attacks Disguised As Popular PC Games Detected In The Past Year: Report

The malware stood out among researchers because of the many anti-scanning methods used to complicate its reverse engineering and analysis, including the use of packers and anti-debugging techniques.

“The thief is sold in the underground market and customers can protect their sample with a packer they prefer or use it as part of another multi-stage infection chain,” he explained.

Kaspersky experts have detected attacks using BloodyStealer in Europe, Latin America and the Asia-Pacific region.

While BloodyStealer is not designed exclusively to steal game-related information, the platforms it can target indicate the demand for this type of data among cybercriminals. Logs, accounts, game products – all of these game related products are sold on the darknet wholesale or individually at an attractive price.

“Despite the fact that cybercriminals have various options if they want to buy or hire a thief and then use it in their chain of attack, BloodyStealer definitely got users’ attention on one of the underground forums,” Dmitry Galov, security researcher. to Kaspersky’s global research and analysis team commented.

“This thief has some cool abilities, such as mining browser passwords, cookies, and environmental information. The developers behind this thief have also added features, such as entering information related to online gaming platforms. This information can then be sold on various underground platforms or Telegram channels dedicated to selling access to online gaming accounts, ”said Galov.

“Gaming accounts are clearly stalked by cybercriminals, so if you want to enjoy the game with peace of mind and not worry about your credit or in-game accounts going missing, be sure to protect your account with two-way authentication. factors and use a reliable security solution to protect your devices, ”Galov added.


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Karnataka’s take on online gaming could prick the hand beyond the fabric

The advent of technology has opened many doors to close a large number of windows. The adoption of the virtual future by a conventional past has always been a difficult journey. The game, a major chapter in both the commerce screen and a desktop computer, may have to meet more obstacles than the already existing moral obstacles.

Karnataka’s assembly passed a bill last week to ban online skill games involving entry fees. This step follows the request of the High Court of Karnataka to develop a law on online gambling.

The bill passed the amended Karnataka Police Act 1963 to prohibit all forms of gambling in the state, including online gambling and “any act or risking money, or otherwise on the unknown outcome of an event involving a game of skill “with the exception of horse races and lotteries. The state government said that “the bill will help prevent young people from rural areas from being inactive in cities as they tend to become habitual gamblers.”

This decision has already sparked a lot of questions and criticism. But beyond players with recreational concerns, this step could cause economic damage and also face legal hurdles.

Employment in the State

Above all else, the first yard with fallen fences will be that of employment. Karnataka itself encompasses over 91 companies and game developers, directly employing over 10,000 people and several others indirectly. The ban would result in job losses, lower incomes, and push back tech companies considering Karnataka for future investment.

Online games have grown the fastest in the M&E space this year, gaining an important place in India’s economy. Sector promises around two lakh of new jobs and a $ 4 billion market opportunity in India by now 2025.

An organization focusing on startups and entrepreneurs, Startup Business Academy, conducted a investigation involving more than 650 respondents from a pool of founders and employees of startups. About 70 percent of those polled believed that the online gaming ban would have a negative impact on other segments of the IT industry and on startups. In addition, nearly 80% of them strongly agreed that if gaming start-ups moved to other startup destinations in India due to lack of political support, there would be a massive negative impact on the business. image of Bangalore and Karnataka as a start-up. destination.

Neeraj Kapoor, CEO and Founder of Start-up Business Academy, said: “Karnataka, led by the city of Bengaluru, has been India’s flagship as a global hub for IT development and IT development. start-ups run by energetic young entrepreneurs. Recent developments threaten its pole position compared to other Indian states in terms of user friendliness and willingness to drive the next level of growth in IT and related services.

Gaming market in general

According to data from consulting firm EY and the All India Gaming Federation, India is the Fourth Largest online gaming market in the world, posting a 43% CAGR, with gamers in India expected to grow from 360 million in 2020 to 510 million in 2022.

“The movement to pass

The Karnataka Police (Amendment) Compliance Act, 2021 will act as a setback for the online skill gaming industry as well as for the state’s reputation as a technology hub and startup capital ”, Roland Landers, CEO of All India Gaming told the Federation.

“There is a clear distinction that must be made between games of skill such as bridge, eSports and gambling.”

In India, games are generally classified into two rooms; games of skill and games of chance. While games of skill require players to possess analytical and decision-making skills, games of chance, as the name suggests, are based purely on luck.

“Games like Dream11 and Mobile Premier League (MPL) offer skill-based games, where players use relevant data such as career stats, career form, strengths and weaknesses to choose which athletes to include. in their “fantastic team,” “said Tanmay Singh, legal counsel at Internet Freedom Foundation (IFF).

Shivani Jha, director of the eSports Players Welfare Association, added that players don’t risk money to win an uncertain event while playing games of skill. “They pay a registration fee for an event whose outcome is controlled because the skills are involved. This should not be confused with a bet, ”Jha added.

Gaming industries charging fees for skill games should not be dragged under the umbrella of the law, according to Landers. He added that the unicorn delivery industry is legitimate and will significantly contribute to the Indian economy in the future.

Singh called the decision an “inadmissible extension of the law that infringes on fundamental freedoms and violates the constitutional rights of state residents.”

Local startups and youth innovations are at their peak right now. Throughout the various meetings that Prime Minister Narendra Modi had on his recent trip to the United States, ideas of technological advancements, 5G, vRAN, digitization and further investments in these areas have not ceased to arise. At such a ripe for digital commerce, such general amendments might not be healthy. This can send the wrong signals not only to Indian investors, but to investors around the world.

Attached to achieve $ 3.8 billion by 2025 with over 600 million players and many looking to turn pro, the move will hamper the path for India to become a global technology leader.

Legal issue

The new Karnataka law aims to strengthen the Karnataka Police Law to make gambling a knowable and non-surety offense and “stem the threat of gambling via Internet, mobile applications”.

The law was also introduced to “include the use of cyberspace, including computer resources or any other communication device as defined in the Information Technology Act 2000 in the gaming process in order to reduce the threat of gambling via the Internet, a mobile application ”.

The law reinforces as much as possible Punishment for owners of gaming centers one to three years imprisonment and fines of Rs 1000 to Rs 1 lakh. The proposed minimum sentence is six months instead of one month currently and a fine of Rs 10,000 instead of Rs 500. For aid or encouragement of gambling, the penalty has been increased to six months. imprisonment and Rs 10,000 fine.

A first offense of running a gambling house will result in the minimum penalty of six months in prison and a fine of Rs 10,000 while a second offense will result in one year of imprisonment and a fine of Rs 15,000. A third offense will result in a prison sentence of 18 months and a fine of Rs 20,000.

However, experts say that the Karnataka Police (Amendment) Bill, 2021 may face legal hurdles, because “it lacks clarity, especially on how authorities identify an activity, website or app as ” problem ” “.

A similar law, the Tamil Nadu Gambling and Police Laws (Amendment) Act, 2021 adopted in February in Tamil Nadu was eventually struck down by the Madras High Court in August as being ultra vires.

The Court found that the comprehensive bans on online skill games for cash under the Amending Law were unreasonable, excessive and manifestly arbitrary, thus infringing Article 19 (1) (g) of the Constitution.

The distinction between games of skill and games of chance is not very clear. It is difficult to categorize games, especially those in the Online Fantasy Sports genre, as they draw characteristics from both baskets.

In 2017, the High Court of Punjab and Haryana became the first Indian court to rule that a fantasy sports game is primarily a skill-based game.

The SC observed that playing fantasy sports games required the same level of skill, judgment and discretion as in horse racing.

“While deciding the issue of ‘jurisdiction over chance’, Indian courts have adopted the test followed by American courts known as the ‘dominant factor test’, or ‘predominance test’. This test requires a court to decide whether luck or skill is the dominant factor in determining the outcome of the game, ”said Prasanth. Sugathan, Senior Partner, Right MCA.

According to various Indian court rulings, only games of chance which are in the nature of gambling can be banned, so the recent Karnataka Amendment would likely not go through the tunnel.

With absolute recognition that online gambling with monetary implication often raises serious issues, allowing many people unfamiliar with the format of these games to lose considerable sums of money, the outright ban of a segment as important the economy could come to an end. until doing more harm than good. The law needs extensive research, analyzing the differences between game formats, followed by judicial changes, so that the bill is in a place to impress its two neighbors.


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Here’s how your first online business will fail and how you can save it

This usually happens in new businesses. After the first failure, most entrepreneurs leave their business for good. They convince themselves that this is not something for them. Few entrepreneurs analyze what went wrong and dare to persist.

I grew up in an era that saw the creation of giants like Flipkart, Paytm, Ola, Zomato. It was my second year in engineering. My university recognized the growing craze for start-ups and gave some of us offices – my team was one of them. My team and I would go to the office after our classes and not leave until midnight – later the hostel doors would close.

But there was something wrong. My team did not feel out of place. Everyone around us was building some kind of app. An application that gave cashback, one that allowed you to discover nearby restaurants, one that allowed rental between individuals for almost everything. It was natural because the news was buzzing with start-ups of this kind. Start-ups meant apps like Flipkart, Paytm, Zomato. Unlike them, despite my studies in computer science, I was not the best student. I was more interested in the human part of the business. So I focused on large-scale decryption. My team has built an online community of over 60 college campuses across the country, all using social media. Kids from all colleges came together to share news, events and collaborate on projects and internships. And, since we didn’t have an app, it all worked on WhatsApp groups, Facebook pages, and Excel sheets.

Time has passed and the only people still active on the 7 teams present in the room were us. Why did this happen?

Looking back, we got something good – the distribution strategy. While everyone was obsessed with the product, we were obsessed with the distribution.

An overview of the performance of all teams:

  • Rental application between individuals: Builds the application. Failed to acquire users because students preferred Facebook groups to the platform.
  • Refund application: I had the application built by an agency. Burnt all their savings by giving cashback.
  • Application for discovering restaurant offers: Zomato and Google did a better job. The team survived by giving offers. Couldn’t support.
  • College community (my team): I had built a community of over 2000 students across Delhi, Mumbai, Bengaluru, etc. during the first 9 months. I later monetized this network by hosting offline events in all cities (but tickets are sold online). No event required my physical presence – all efforts were community led.

All the businesses were selling and growing online, but only mine was maintained. Although I didn’t run this business long after college, the feat taught me unmistakable truths that I saw unfold time and time again in my subsequent ventures.

Your business is not a business unless it has supported users or customers. Make no mistake, your product / business is not a work of art – if you build it as such, you are not an entrepreneur, you are a hobbyist. Very often entrepreneurs fall in love with what they build and ignore distribution. “It will sell itself since we made such a good product” is a well-known business fallacy. Users will only come if you focus on distribution.

Distribution is how your product reaches your end consumers. With new entrepreneurs, distribution is always an afterthought – which is why they often fail. Can you build a pre-product distribution launch? Absoutely. How? ‘Or’ What?

Getting your product to market for the first time is anything but easy. Sometimes it crashes. Your user cannot understand the product. Your assumptions fail. This whole process requires more thought than it has. There is a name for it – go-to-market. A market crash can be devastating for new entrepreneurs – it crushes their confidence. Believe me, you never want to be there. But the good news is that even if you can’t ensure a soft landing, you can still avoid a crash.

1. Find the first niche to attack and focus on it. Limit yourself to a small segment of your market for GTM (go-to-market), don’t go after everyone. You have to be something for someone before you become everything for everyone.

2. Read the thoughts of your users. What’s the best way to know your users? Talk to them. Talking to your users will give you more legitimate data than third-party market research ever will. But that’s easier said than done: How will you get access to your users before the product launches? Start an online community. Build an online community around a common interest and bring together like-minded people. Build trust with community members by sharing content or hosting exclusive events or both. Find out and align the goals of this community with the goals of your business. Communities are an easy way to read the minds of your users and co-create a business with them that they love.

3. You now have a low risk GTM; your initial distribution. You don’t have to start from scratch when it comes to testing or bringing your product to market. The best part, given that you’ve built trust in this online community over time, a small percentage of them might turn out to be your early adopters and even brand loyalists.

4. Let the loyalists expand your distribution. There’s no better way to grow than to get a group of like-minded people together and let them bring their like-minded friends. The connections are just going to happen and you’ll be amazed at how smooth everything is. Set up referral systems to make this happen – incentivize members of your online community in one way or another when they refer you to more users (e.g. a free product, a thank you note , a leadership position within the community, etc.). If done right, it triggers a word of mouth loop that attracts more and more users by expanding your distribution. They will all come for the community but will also end up associating goodwill with your brand.

If I were to use just one line that would help you set direction on how to approach distribution (and GTM), it’s “Start your online community!”. This is where the future of successful online businesses lies.

But where? Explore platforms like Reddit, Discord, Telegram, and Scenes by Avalon. These are some of the best (and free) places on the internet where you can build and manage your community. Start an online community and control your destiny!

– This article is written by Abhinav Arora, Co-founder and CMO, Scenes by Avalon.


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DNA exclusive: is your child addicted to online games? Experts advise caution and rapid intervention | India News

New Delhi: In India, almost 88% of young people up to the age of 23 said they prefer to play online games more than any other activity, although there is nothing wrong with playing games online as a hobby can just as quickly become a habit of becoming a “gambling addict”.

The problem has continued since the coronavirus-induced lockdown. The number of people playing online games in India has increased rapidly and this includes children as well as the elderly. Indians spend an average of 218 minutes per day playing online games, up from 151 minutes previously. Children fall prey to online game addiction because they don’t understand its dangers, so if there are children in your house who like to play online games then they should be explained about the dangers. of all that.

Zee News presenter Sachin Arora spoke on Friday (October 1) about the growing addiction to online games among young people in India and how early intervention can save them.

Here is what the government’s opinion on online gaming says:

Keeping in mind the growing addiction to online games, the Delhi government has issued an advisory for all schools and parents, but in India this problem is not confined to a state or a city. As many parents in India are troubled by their child’s addiction.

The Delhi government notice informed both parents and teachers that if children play online games continuously for several hours, it can have an adverse effect on their physical and mental health. Also, there is a safety issue, so children should be advised that they should not talk to strangers via webcams, audio, private messages, or online chat boxes when they are play online games.

Children should avoid registering a debit or credit card in game apps and teachers and parents should explain to children that they should not download any software or games from an unknown source as it may contain viruses and also obscene content.

Be sure to check the age of the online game your child is playing. If someone is harassing your child while playing an online game, then don’t react instead and report that person to the police. In fact, join your kids while they are playing online games so that you can know how your kid is behaving while playing.

Parents must remain vigilant

As a parent, you need to be careful if your child starts to hide their online activities from you or if your child suddenly starts spending too much time on the Internet. Check for mood swings with the child, if you see a lot of phone numbers or email addresses on your child’s digital device, be alert.

A booming online gaming business

There are currently over 3 million mobile phone apps on Google Playstore in India, of which 4,442,226 are online gaming apps. Of these, 19,632 applications were developed in India itself.

In 2018, the number of users playing online games in India was 26.90 million. In 2020, the number of such users increased to 36.50 crore. And it is estimated that by 2022 that number will be 51 crore.

The value of the online gambling industry in India for the year 2019 was Rs 8,300 crore, but by 2022 it is estimated to increase to Rs 21,000 crore.

Meanwhile, psychologists say online gambling can turn into addiction and this can be recognized by certain mental and physical activities such as:

* Isolate from anything other than games
* Loss of appetite
* Lack of sleep
* Anxiety about not being able to play the game
* Talk about the game even when you are not playing it.
* Although the physical symptoms of this addiction include
* Tired
* Eye pain
* Wrist pain

According to psychologist Ashima Srivastava, “Playing online games is not bad, but keeping work aside and playing games is not only dangerous, but the hobby turns into addiction. Now is the time to get rid of the habit. “

Live


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DNA exclusive: is your child addicted to online games? Experts advise caution and rapid intervention | India News

New Delhi: In India, nearly 88% of young people up to the age of 23 said they prefer to play online games more than any other activity, although there is no harm in doing so. playing games online as a hobby can just as quickly become a habit of becoming a “gambling addict”.

The problem has continued since the coronavirus-induced lockdown. The number of people playing online games in India has increased rapidly and this includes children as well as the elderly. Indians spend an average of 218 minutes per day playing online games, up from 151 minutes previously. Children fall prey to online gaming addiction because they don’t understand its dangers, so if there are children in your house who like to play online games then they should be explained about the dangers. of all that.

Zee News presenter Sachin Arora spoke on Friday (October 1) about the growing addiction to online games among young people in India and how early intervention can save them.

Here’s what the government’s opinion on online gaming says:

Keeping in mind the growing addiction to online games, the Delhi government has issued an advisory for all schools and parents, but in India this problem is not confined to a state or a city. As many parents in India are troubled by their child’s addiction.

The Delhi government notice has informed both parents and teachers that if children play online games continuously for several hours, it can have an adverse effect on their physical and mental health. Also, there is a safety issue, so children should be made aware that they should not talk to strangers via webcams, audio, private messages, or online chat boxes when they are play online games.

Children should avoid registering a debit or credit card in game apps and teachers and parents should explain to children that they should not download any software or games from an unknown source as it may contain viruses and also obscene content.

Be sure to check the age of the online game your child is playing. If someone is harassing your child while playing an online game, then don’t react instead and report that person to the police. In fact, join your kids while they are playing online games so that you can know how your kid behaves while playing.

Parents must remain vigilant

As a parent, you need to be careful if your child starts to hide their online activities from you or if your child suddenly starts spending too much time on the Internet. Check for mood swings with the child, if you see a lot of phone numbers or email addresses on your child’s digital device, be alert.

A booming online gaming business

There are currently over 3 million mobile phone apps on Google Playstore in India, of which 4,442,226 are online gaming apps. Of these, 19,632 applications were developed in India itself.

In 2018, the number of users playing online games in India was 26.90 million. In 2020, the number of such users increased to 36.50 crore. And it is estimated that by 2022 that number will be 51 crore.

The value of the online gambling industry in India for the year 2019 was Rs 8,300 crore, but by 2022 it is expected to grow to Rs 21,000 crore.

Meanwhile, psychologists say online gambling can turn into addiction and this can be recognized by certain mental and physical activities such as:

* Isolate from anything other than games
* Loss of appetite
* Lack of sleep
* Anxiety about not being able to play the game
* Talk about the game even when you are not playing it.
* Although the physical symptoms of this addiction include
* Tired
* Eye pain
* Wrist pain

According to psychologist Ashima Srivastava, “Playing online games is not bad, but keeping work aside and playing games is not only dangerous, but the hobby turns into addiction. Now is the time to get rid of the habit. “

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E-commerce platform makes it easy to start an online business

Lazada, Southeast Asia’s leading e-commerce platform (sellercenter.lazada.com.ph) recently unveiled Start It Up, Laz It Up, an updated and simple three-step registration process for all aspiring entrepreneurs, social sellers and existing business owners looking to start a business online.

In the first six months of 2021, the e-commerce platform saw new seller registrations increase more than twice in Southeast Asia, compared to the previous year. In addition, the first-ever biannual digital trust index released by Lazada in August 2021 found that 70% of online sellers in the region are optimistic and confident about their future growth and outlook for the third quarter of 2021.

To encourage new and existing retail business owners to get into e-commerce, Start It Up, Laz It Up will be awarding a lucky recipient with a value of $ 10,000 in prizes to help start their Lazada store in preparation for the 11.11 platform’s biggest mega-shopping festival. To qualify, new sellers must register and launch their Lazada Market stores in active selling mode during the period September 27 to October 30.

The streamlined seller account registration process now requires interested merchants to: (1) submit and enter a registered local mobile phone number; (2) enter a unique six-digit code to verify the mobile number; and (3) set a strong, unique password.

In just three steps, registration can be completed in less than a minute and at no cost. Anyone interested in selling online can also use their existing Lazada buyer account to log into a seller account during the setup process.

Once established as a Lazada Seller, Merchants can begin selling products through the Lazada Seller Center. From there, merchants can effortlessly download product listings with photos and descriptions available in multilingual translations with just one click. In addition, traders will have exclusive access to the Lazada University Learning Portal, which provides the knowledge, tools and information needed to manage and grow their businesses and drive success.

Lazada University offers a step-by-step introductory guide for welcoming new users, a manageable learning management system with a suite of varied training materials for easy understanding, especially for new sellers. Topics available range from advertising to budget management, as well as offline and live training sessions facilitated by Lazada staff and peers from the seller community.


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Don’t let the sun go down on the online gaming industry

Prime Minister Narendra Modi, discussing 5G, vRAN and digital transformation with industry leaders during his current visit to the United States, highlighted the government’s ambition and forward-looking approach to charting the course. path to a truly technological India, fully connected and digitally empowered. The fact that Blackstone intends to invest $ 40 billion in India over the next five years is a testament to the effectiveness of this approach and the progress we are making as a country.

With the second-highest number of start-ups in the world and twice as many as the third-largest UK, twice this year the Prime Minister called for more local start-ups and better innovation among young people. This thirst for innovation and progress is certainly noticed internationally as investors are eager to invest in India across all sectors.

One of those sectors that has stood out with phenomenal growth during the pandemic is online gambling and gamification in education, learning and skills. With a 43% CAGR and a steady boom in independent game designers, gamers, and game developers, this industry is truly India’s starting point.

A privileged choice

The Covid-19 pandemic has changed the world as we know it. Online games, in particular, have become the entertainment choice for most people because they are interactive, keep your mind and reflexes nimble, provide fair competition and also provide the excitement of a real sport. This, along with the affordability of smartphones and access to cheap data, has boosted the number of gamers by a hundred.

Online gaming has grown the fastest in the M&E space and has become a booming industry for India. A promise of two lakhs of new jobs and around $ 4 billion in market opportunities in India by 2025.

Similar to the arrival of computers and smartphones, online games have received mixed reactions from people. Young people and progressives have been early adopters, while those who resist change have opposed this trend, blaming innovation rather than focusing on finding the best solutions for the best results.

Two things emerged from several court cases, before the Supreme Court and several High Courts. First, not all forms of online gambling are gambling, and second, if it is a game of skill, it is perfectly legal. And there is a clear distinction between the two. The Madras High Court recently ruled on the lack of adequate research, the distinction of fact from opinion, the distinction between morality and law and the retention of Articles 19 and 14 with regard to simple skill online games.

The decision of the Karnataka government to ban all forms of online gambling involving transactions comes at an inappropriate time. As a country, we are about to send mixed signals to investors around the world. Courts across India, including the Supreme Court, have officially recognized that games of skill are distinct from gambling, betting and these nefarious activities.

The Karnataka Police Compliance (Amendment) Act 2021, as it currently stands, will even end up banning gambling deemed legal by multiple courts, which may or may not be the government’s intention. In an effort to prevent gambling, banning all online gambling with monetary transactions would be tantamount to throwing the baby out with the bathwater.

Karnataka, being a state known for its progressive ecosystem for start-ups, technology, entrepreneurship and investment, should have led by example and served as a model law for the regulation of the online gambling industry. Instead, the ban will force around 90 game companies to shut down and relocate. About 10,000 direct jobs and thousands of indirect jobs will be affected.

Don’t sell the sun to buy a candle

The online gaming industry has the potential to make India a hub for innovation and talent, similar to the software industry in the late 1990s. Gamification, for example, can transform the world. learning and having applications in all industries and online gaming companies should be at the forefront in this area.

But cutting off oxygen at the most crucial phase of growth in the name of extinguishing the fire will end up choking innovators, entrepreneurs and investors all at once. Scheduled to reach $ 3.8 billion by 2025 with over 600 million players and many looking to become professionals, India truly has a chance to be a world leader and not to miss the bus of this innovation. technological.

The need of the hour is not to reject innovation and change, but rather to embrace it in the best possible way. A central, ubiquitous and progressive policy framework will ensure clarity across the country while a light regulatory framework will ensure innovation without unnecessary impediments.

With online games we find ourselves in a similar situation. However, over the years we have learned that it is not technology or innovation that is good or bad. This is the way it is used.

The author is a distinguished public policy professional and a former member of the United Nations, Internet Governance Forum, MAG.


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