Waveland community group says $2500 donation will widen impact – Journal Review

Nick Hedrick | nhedrick@jrpress.com

WAVELAND As seventh-grader Emery Allen, who belongs on Broadway, stepped up to the town parks stage Friday evening with a medley of show tunes, vendors sold their wares before closing down the farmers market for the season.

The small town summer evening was put on by nonprofit community group Waveland Strong, which will further its mission of promoting the town thanks to a local farmers donation.

Darren Simpson, who lives east of Waveland, presented the volunteers with a $2,500 grant from the Americas Farmers Grow Communities program, sponsored by the Bayer Fund. Simpson said he directed the money to the group as a way to help more than one organization.

Waveland Strong supports local churches and Montgomery County 4-H.

Im very glad to see that theyre doing things that needs to done around the community. They really stepped up when we had a hole [in the community] I guess you could say, Simpson said after presenting the check.

Theyre doing a lot of good things with the talents they have.

The group is waiting on other grant funding, which will help determine how the donation is spent, Waveland Strong president Troy Phillips said.

With Parke Countys Covered Bridge Festival canceled this year due to the coronavirus pandemic, the group will look for ways to support vendors who set up at the event. A Christmas bazaar is already in the works.

A family game night will be held Sept. 18, followed by a progressive dinner on Sept. 26. A community garage sale is set for October.

The group has also carried out a series of beautification projects, including at the park.

Weve created a presence, and this is the kind of go-to organization in town, member Gina Haile said. They like what were doing and they want to help.

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Waveland community group says $2500 donation will widen impact - Journal Review

Global Human Augmentation Market : Industry Analysis and Forecast (2019-2027) By Technology, Devices, and Region. – Galus Australis

Global Human Augmentation Market size was US$ 70.9 Bn in 2019 and is expected to reach US$ XX Bn by 2027, at a CAGR of 23.9% during the forecast period.

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The report study has analyzed the revenue impact of COVID -19 pandemic on the sales revenue of market leaders, market followers, and market disrupters in the report, and the same is reflected in our analysis.

Market Definition

Human augmentation is the latest advanced technology that intends to augment the mental and physical capabilities of the human body by using artificial, scientific, and natural technology. It is also called as human 2.0 and human performance enhancement (HPE).

Market Dynamics

A surge in the exploration and adoption of marketable and innovative applications for human augmentation technology byentrepreneurs, engineers,policymakers, andresearchers across the globe is a major driving factor behind the growth of the market. Increasing requirements of augmented technologies such as augmented intelligence to perform several tasks without replacing humans, increasing demand of wearable augmentation products, rising adoption of human augmentation in the healthcare sector, growing advancements in technologies such as human genetic engineering, 3D bioprinting and in neurotechnology, rising adoption of IoT, smart tech devices and rising advancements in robotics automation, andartificial intelligence technologies are expected to improve the growth of the marketduring the forecast period.

Nevertheless, high costs associated with human augmentation devices, social, legal, and ethical concerns, lack of skilled personnel to handle human augmentation devices, and rising risks of identity and data breaches are some of the restraining factors that could hamper the growth of the market.

Global Human Augmentation Market: Segmentation AnalysisBy technology, wearable augmentation segment dominated the market in 2019 and is projected to witness fast growth at CAGR of XX% during the forecast period. Growing adoption of smart wearable devices such as wrist-wear, eye-wear, foot-wear, neck-wear, and body-wear devices such as smart glasses, HMDs, HUDs, smartwatches, smart jewellery, and smart clothes by consumers across the globe is attributed to the growth of the market. MMR expected that industrial wearable human augmentation devices will witness huge demand in the North American market in the coming years due to its portability, efficiency, and convenience. Increasing the adoption of medical wearable devices in the healthcare industry is propelling the growth of the market.

Some examples of wearable human augmentation:

There are numerous wearable augmentation devicespresent in the global market. Growing adoption of these devices by consumers across the globe to enhance their physical capabilities such as low vision is impelling the growth of the market. Some of the examples of these devices are as follows:

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ESight- It is a wearable augmentation device and its appearance looks the same as glasses. This device provides blind persons with the capability to see their surrounding environment. Exoskeletons- It is a mechanical wearable device that is used to wear on the outside of the body. This is the type of industrial wearable device which is used by human workers to lift 200 pounds of heavy machinery. Teslasuit- It is wearable smart clothing or outfit which is used to provide haptic feedback, to track the consumers movements and to control the consumers temperature.

Global Human Augmentation Market: Regional Analysis

Region-wise, North America dominated the market in 2019 and is expected to maintain its dominance at a CAGR of XX% during the forecast period. The US and Canada are the major contributors behind the growth of the market in the region. The growth is attributed to the growing and early adoption of human augmentation devices by various end-users across the region.

Increasing investments in artificial intelligence technologies, increasing demand for wearable augmentation devices from the healthcare industry, and growing technological advancements in virtual reality are driving the growth of the market in the NA region.

The objective of the report is to present a comprehensive analysis of the Global Human Augmentation Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers, and new entrants.

PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Human Augmentation Market dynamics, structure by analyzing the market segments and projects the Global Human Augmentation Market. Clear representation of competitive analysis of key players by Application, price, financial position, Product portfolio, growth strategies, and regional presence in the Global Human Augmentation Market make the report investors guide.The Scope of Global Human Augmentation Market

Global Human Augmentation Market, By Technology

Wearable Virtual Reality Augmented Reality Augmented Intelligence Exoskeleton Intelligent Virtual AssistantsGlobal Human Augmentation Market, By Device

Body Worn Non-body WornGlobal Human Augmentation Market, By Region

North America Europe Asia Pacific South America Middle East & AfricaGlobal Human Augmentation Market, Key Players

Google Inc Samsung Electronics Co. Ltd Ekso Bionics Holdings Inc Vuzix Corporation Garmin Fossil Group Inc B-Temia Inc Casio Magic Leap Inc Rewalk Robotics Inc Polar Electro P&S Mechanics Jawbone Inc Life Sense Group B.V Atoun Mobvoi Rex Bionics Goqii Guangdong BBK Electronics Co. Ltd Atheer Inc

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Major Table Human Augmentation Market of Contents Report

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Global Human Augmentation Market : Industry Analysis and Forecast (2019-2027) By Technology, Devices, and Region. - Galus Australis

Three initiatives that would authorize and tax gambling at racetracks in Nebraska will not make the November ballot – Ballotpedia News

On August 25, 2020, Nebraska Secretary of State Bob Evnen (R) announced that three initiatives that would authorize and tax gambling at racetracks in Nebraska would not make the ballot after three NebraskansDr. Richard Loveless and Ann and Todd Zohnersubmitted written objections regarding the ballot language of the initiatives. The objections were filed on August 7 after Keep the Money in Nebraska, the campaign behind the three initiatives, submitted over 465,000 signatures on July 2 for the three petitions. Secretary Evnen determined that all three petitions were not legally sufficient, thereby disqualifying them from the November ballot. Keep the Money in Nebraska plans to appeal the secretary of states decision.

Constitutional Amendment to Allow Laws Authorizing Gaming at Racetracks Initiative: The initiative would have amended the Nebraska Constitution to allow the enactment of laws that authorize and tax gambling conducted by licensed gaming operators and held at licensed racetrack enclosures. Secretary Evnen argued that the language of the constitutional amendment would mislead voters. He said, The Constitutional Initiative effectively puts forth dual proposals: (1) authorizing expanded gambling at tribal casinos and (2) authorizing expanded gambling at racetracks by authorized operators. But the first proposal is hidden from the voters and impossible to ascertain from the text of the proposal. Putting forth dual propositions in a single proposal violates the single-subject rule as it does not permit voters to express a clear preference on dual propositions.

Authorizing Gaming at Racetracks Initiative: The initiative would have allowed games of chance by authorized operators in licensed racetrack enclosures; established a Nebraska Gaming Commission to regulate games of chance; and exempted gaming at racetracks from rules and penalties that govern other forms of gambling. The objectors argued that the provisions of the initiative violated the single-subject rule, which requires ballot initiatives to address a single issue or subject, because the initiative concerned regulation and taxation. Secretary Evnen disagreed with the objectors reasoning but determined that the initiative violated the single-subject rule because the inclusion of tax breaks for licensees [does] not have a natural and necessary connection to the primary purpose of regulating gambling.

Tax on Gaming at Racetracks Initiative: This initiative would have enacted a 20% tax on gambling revenue from games of chance operated at licensed racetracks and allocated 75% of the revenue from the tax to state funds for property tax relief and the Compulsive Gamblers Assistance Fund and 25% to the county or local jurisdictions in which the racetracks are located. Secretary Evnen argued that The property tax relief provisions contained in the Tax Initiative constitute logrolling and violate the single-subject rule.

As of August 26, 2020, three statewide ballot measures were certified for the general election ballot in Nebraska. One is a citizen-initiated measure that would cap the interest rate on payday loans. Two are constitutional amendments referred to the ballot by the state legislature.

The full text of Secretary Evnens letter can be found here: https://sos.nebraska.gov/sites/sos.nebraska.gov/files/doc/news-releases/Games%20of%20Chance%20Ballot%20Initiatives%20Determination%20Letter%202020.pdf

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Three initiatives that would authorize and tax gambling at racetracks in Nebraska will not make the November ballot - Ballotpedia News

How Bitcoin Gambling is Being Accepted Into Mainstream – Cryptonews

The text below is an advertorial article that was not written by Cryptonews.com journalists.

The use of bitcoin has become more and more frequent recently. The use of the most popular cryptocurrency is increasing, especially in the online casino industry, lotteries and sportsbooks. Even though some find it as a confusing and scary option, there is no reason why you shouldnt try.

There have been some problems with the industry of online betting since the beginning of the use of the internet. When it comes to casinos, just a few of them use only the bitcoin, while others use bitcoin as the addition to traditional currencies. Characteristics of the Bitcoin casinos that have turned the industry upside down, provide a lot of benefits for consumers. The product that can be a lot cheaper than the fiat-based systems offers an edge of 1% to 2%, while fiat-based casinos often charge 5% or even more for their games.

What helps bitcoin casinos to work is the software. Therefore, many casinos invest in developing their software, while others, usually less powerful casino companies use the rental version and adopt it by adding some features. To build trust, many bitcoin casinos openly discuss how the software work. The most popular game in bitcoin casinos is Poker. However, there are other interesting games as well. New ones are always being invented too.

While it seems that in many industries paying with bitcoin is quite complicated and usually not legally allowed, using bitcoin in betting is a completely different story. Because of the differences between the use of bitcoin in gambling and other industries, bitcoin casinos blossomed.

Apart from benefits regarding edges that are already mentioned, when gambling on bitcoin casinos, there is a real proof of solvency. Fiat-based casinos can promise an impressive jackpot but do they have resources to pay it out. Another benefit is related to Provably Fair gaming technology. It helps gamblers relax. They can be sure that, after placing the bet, the game will be fair. However, keep in mind that not every bitcoin casino has this kind of security.

Besides, its the online nature of the game that contributes to its popularity. Players from all over the world can easily play whenever they want. Some variations are not allowed with traditional currencies but happen to be common with bitcoin. So these variations must be one of the reasons for the popularity of bitcoin casinos.

Payments in traditional currencies help to identify players and casinos. However, when using bitcoin, individuals stay anonymous, which questions the fair business practices. While casinos that operate with traditional currencies require a lot of information, bitcoin casinos dont even ask for an age when verifying users.

Regulating bitcoin casinos is very complicated on a global level, so legal problems can be expected in some legislation.

People feel comfortable with doing something with a long tradition. That makes them feel safe. However, many say that after trying gambling in bitcoin casinos, because of many benefits that kind of gambling provides, gamblers wouldnt go back to traditional paying methods. Because of some ethical reasons that are always related to controversial cryptocurrencies, future challenges can be expected.

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How Bitcoin Gambling is Being Accepted Into Mainstream - Cryptonews

Online Gambling and Betting Market to Witness Robust Expansion Throughout the Forecast Period 2024 : NetEnt AB, GVC Holdings Plc, 888 Holdings Plc -…

Get comprehensive research providing detailed regional analysis and growth outlook of the GlobalOnline Gambling and Betting Marketin the latest research report added by Big Market Research.

The report is an exhaustive analysis of this market across the world. It offers an overview of the market including its definition, applications, key drivers, key market players, key segments, and manufacturing technology. In addition, the study presents statistical data on the status of the market and hence is a valuable source of guidance for companies and individuals interested in the industry. Additionally, detailed insights on the company profile, product specifications, capacity, production value, and market shares for key vendors are presented in the report.

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By Key Players:NetEnt AB, GVC Holdings Plc, 888 Holdings Plc, Ladbrokes Coral Group Plc, Fortuna Entertainment Group, Playtech Plc, William Hill Plc, Kindred Plc, Amaya Inc, Paddy Power Betfair Plc

A proper understanding of the Online Gambling and Betting Market dynamics and their inter-relations helps in gauging the performance of the industry. The growth and revenue patterns can be revised and new strategic decisions taken by companies to avoid obstacles and roadblocks. It could also help in changing the patterns using which the market will generate revenues. The analysis includes an assessment of the production chain, supply chain, end user preferences, associated industries, proper availability of resources, and other indexes to help boost revenues.

Regions & Top Countries Data Covered in this Report are:Asia-Pacific (China, Southeast Asia, India, Japan, Korea, Western Asia), Europe (Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland), North America (United States, Canada, Mexico), Middle East & Africa (GCC, North Africa, South Africa) , South America (Brazil, Argentina, Columbia, Chile, Peru).

The Online Gambling and Betting Market is gaining pace and businesses have started understanding the benefits of analytics in the present day highly dynamic business environment. The market has witnessed several important developments over the past few years, with mounting volumes of business data and the shift from traditional data analysis platforms to self-service business analytics being some of the most prominent ones.

With the help of in-depth research offered in the report, readers can effortlessly get detailed analysis of the key dynamics of the Online Gambling and Bettingmarket. The report also offers competitive landscape by providing detailed information on trends in competition, prominent players, and nature of competition. Additionally, it offers detailed analysis of the key segments of the market that helps in understanding the global trends in the Online Gambling and Betting Market. An overview of each market segment such as type, application, and region are presented in the report. Additionally, the report presents drivers, limitations, and opportunities for the Online Gambling and Bettingindustry, followed by industry news and policies.

Online Gambling and Betting Market By Type:

PokerCasinoSports BettingOther

Online Gambling and BettingMarket By Application:

EntertainmentCommercialOther

Reasons for Buying This Report:

The report provides insights on the following pointers:

North America, Europe, Asia Pacific, Middle East & Africa, Latin America market size (sales, revenue and growth rate) of Online Gambling and Betting industry.

Global major manufacturers operating situation (sales, revenue, growth rate and gross margin) of Online Gambling and Betting industry.

Global major countries (United States, Canada, Germany, France, UK, Italy, Russia, Spain, Netherlands, Switzerland, Belgium, China, Japan, Korea, India, Australia, Indonesia, Thailand, Philippines, Vietnam, Turkey, Saudi Arabia, United Arab Emirates, South Africa, Israel, Egypt, Nigeria, Brazil, Mexico, Argentina, Colombia, Chile, Peru) market size (sales, revenue and growth rate) of Online Gambling and Betting industry.

Different types and applications of Online Gambling and Betting industry, market share of each type and application by revenue.

Global market size (sales, revenue) forecast by regions and countries from 2020 to 2026 of Online Gambling and Betting industry.

Upstream raw materials and manufacturing equipment, downstream major consumers, industry chain analysis of Online Gambling and Betting industry.

Key drivers influencing market growth, opportunities, the challenges and the risks analysis of Online Gambling and Betting industry.

New Project Investment Feasibility Analysis of Online Gambling and Betting industry.

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Our analysis involves the study of the market taking into consideration the impact of the COVID-19 pandemic. Please get in touch with us to get your hands on an exhaustive coverage of the impact of the current situation on the market. Our expert team of analysts will provide as per report customized to your requirement.

Table of Content:

Industry Overview of Online Gambling and Betting

Major Manufacturers Analysis of Online Gambling and Betting

Global Price, Sales and Revenue Analysis of Online Gambling and Betting by Regions, Manufacturers, Types and Applications

North America Sales and Revenue Analysis of Online Gambling and Betting by Countries

Europe Sales and Revenue Analysis of Online Gambling and Betting by Countries

Asia Pacific Sales and Revenue Analysis of Online Gambling and Betting by Countries

Latin America Sales and Revenue Analysis of Online Gambling and Betting by Countries

Middle East & Africa Sales and Revenue Analysis of Online Gambling and Betting by Countries

Global Market Forecast of Online Gambling and Betting by Regions, Countries, Manufacturers, Types and Applications

Industry Chain Analysis of Online Gambling and Betting

New Project Investment Feasibility Analysis of Online Gambling and Betting

Conclusion of the Global Online Gambling and Betting Industry Market Professional Survey 2020

Appendix

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Online Gambling and Betting Market to Witness Robust Expansion Throughout the Forecast Period 2024 : NetEnt AB, GVC Holdings Plc, 888 Holdings Plc -...

Guide to the Best Cryptocurrencies Used in Online Gambling – Cryptonews

Disclaimer: The text below is a press release that was not written by Cryptonews.com.

When cryptocurrencies first appeared, people were skeptical as they were unfamiliar with the way they worked. But, not too long after, crypto took the world by storm and made its way into almost every industry, especially online gambling, where players are always searching for safe ways to make payments to their accounts.

Thanks to their functionality, ease of use, top-notch secure technology, more and more gamblers are choosing cryptocurrencies over fiat money. Over time, a myriad of cryptocurrencies have appeared, but not all of them are worth trying out. Therefore, we have decided to choose the best cryptocurrencies you can use in online gambling without worrying about the safety of your info and money.

Bitcoin has been in the game since the beginning, and thats why its one of the most popular options when it comes to crypto payments. Even though the competition is heating up, and new cryptocurrencies are continually appearing, Bitcoin still manages to stay in the first place as the most common crypto payment option.

Initially released in 2018, EOS crypto is one of the newest additions to the cryptocurrency world, and it has quickly risen to the top of the ladder thanks to free transactions, speedy payments, and state-of-the-art security measures.

Safety has always been players top priority, but platforms that support EOS payments come with additional security, as EOS is thought to be among the safest crypto technologies available today. Since its a new payment option, you can read this intro to EOS crypto, to make yourself familiar with its benefits.

Similar to EOS, Ethereum is another blockchain-based crypto coin that uses smart contracts. That makes it impossible for third parties to get involved and makes every transaction perfectly safe. Thanks to the advanced technology, many players opt for this type of altcoin when they are making deposits and withdrawals in online gambling platforms.

Dogecoin stands out with its design because its symbol is a Shiba Inu dog. Even though no one was taking this crypto coin seriously in the beginning, it quickly became a full-fledged cryptocurrency platform with millions of users worldwide. Today, most online casinos that support digital coins include Dogecoin in their offer.

Usually referred to as the Bitcoin twin, Litecoin is an autonomous and decentralized currency that uses a more complex algorithm that allows it to process transactions faster than Bitcoin. Thanks to its speed, punters and casino players often choose Litecoin as their favorite payment option.

The blockchain technology is always changing, adding new features and improving its performance. The online gambling industry and its users benefit from the use of cryptocurrencies, and heres why:

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Guide to the Best Cryptocurrencies Used in Online Gambling - Cryptonews

‘Safer gambling must no longer be allowed to exist in a compliance-oriented silo’ – Yogonet International

A

head of his appearance at Septembers SBC Summit Barcelona - Digital, Rank Groups Director of Public Affairs David Williams spoke to Yogonet about the Grosvenor Casinos, Mecca and Enracha operators approach to player safety and how the industry can respond to political pressure on the issue of safer gambling.

What are the main safer / problem gambling issues faced by Rank? And do they differ much between land-based and online, and between casino and bingo?

The overarching requirement for any operator to make a meaningful improvement in safer gambling progress is to deliver a positive shift in colleague behaviour. This is most obvious in our venues with front-line staff in the vanguard of giving our customers a safe and enjoyable experience, but the cultural imperative to ensure every colleague in the business subscribes to the need for excellence in this space is huge, irrespective of platform. How we train our colleagues and how we manage customer interactions - on our digital platforms and in our venues - is critical to securing the right level of protection without introducing clunky and needless friction for the customer.

Did the UK Gambling Commissions additional guidance on customer interaction during lockdown have much impact on the business? And is any of it worth continuing with?

The UKGCs additional guidance must also be seen alongside the Ten Pledges provided and implemented by Betting & Gaming Council members, including Rank, who were keen to get on the front foot and demonstrate an elevated commitment to safer gambling as the unforeseen impacts of lockdown played out. Securing the correct balance between responding to the elevated challenges possibly faced by some customers during a pandemic whilst also ensuring operators are able to continue on their own roadmap of progress without being derailed by poorly-conceived mandates will always be important. Safer gambling is always evolving and, as operators, we welcome all measures that better protect those customers who need protection. By the same token, we need to resist and remove any unnecessary, untargeted friction that does little to benefit customers and serves only to increase the burden on operators and frustrate the vast majority of customers whose enjoyment of gambling may be compromised by clumsy barriers or interventions.

Problem gambling has caught the attention of politicians in the last few years and the likes of the Gambling Related Harm APPG and the Social Market Foundation have made a wide range of proposals (including stake limits for online slots, a total ban on gambling advertising and VIP schemes, a monthly deposit limit, and a single sign-on mechanism for all online operators). Do any of the recent suggestions really tackle the problem? And are there any you would like to see become law?

We welcome all constructive input to the ongoing discussion which seeks to offer better protection to those customers who experience gambling-related harm whilst ensuring operators are able to safely grow their well-regulated businesses with safer gambling at its core. Frustratingly, in some but not all cases, a desire to secure headlines at the expense of evidential analysis has led to a distortion of the discussion which, in real terms, will not protect those who need the most protection. Some of the most eye-catching proposals are unlikely to be a panacea in the way in which they have been presented, and will ultimately trigger sequences of events which could take those experiencing (or at risk of) gambling-related harm further away from the help they would get within the regulated system. Some recommendations - including the role of an Ombudsman, and securing appropriate levels of funding to support targeted RET services - are clearly sensible.

What can the betting and gaming industry do now to improve player safety, and in doing so, get ahead of calls for much tighter regulation?

The progress that the industry has made in the past year or two - irrespective of whether or not the progress has translated into public or media perception - has been significant. Tightening of regulation, where targeted and founded in evidence-based analysis, is not something the industry ought to resist. Beyond that, however, safer gambling must no longer be allowed to exist in a compliance-oriented silo. Operators must demonstrate a far more ambitious vision to embed safer gambling into the culture of our businesses by demonstrating faultless behaviour at every customer touchpoint. Rewarding excellence amongst colleagues and empowering customers to feel safe when they are engaging with us will rightly improve our chances of ensuring we are not subjected to misguided and poorly targeted regulatory creep.

Could technology have a greater role to play than regulation in improving player safety?

Data is indisputably king. Both in venues and across our digital platforms, the more high-quality data we can rely on to inform our safer gambling practices, interventions and systems, the better. However, it is only part of the story, and without the cultural desire from every single colleague to play their part in using data appropriately to provide a richer, safer customer experience, well only get half way down the road. Blending the very best technological tools with the right mindset from colleagues who can use the technology will bring about more compelling improvements to the safer gambling piece than we might have imagined.

David Williams will be speaking in the Payments & Compliance Zone at SBC Summit Barcelona - Digital, the virtual edition of the global betting and gaming show. The event takes place on 8 - 11 September, and full details of the agenda, line-up of 200 expert speakers and the interactive exhibition are available from the official website. To join the 10,000 delegates from around the world, click here to register for free.

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'Safer gambling must no longer be allowed to exist in a compliance-oriented silo' - Yogonet International

Gambling recovered from Covid, but could now be laid low by legal hurdles – The Guardian

The house always wins, even in the midst of a pandemic. In the early days of lockdown, as the stock market lurched into stomach-churning freefall, the share prices of Britains gambling powerhouses also tanked.

The cancellation of sports events cut off the steady revenue stream that many had come to enjoy, not just from horse racing but, increasingly, from football betting, which typically involves small stakes but extremely high volumes.

With no certainty over the return of sport and of the football cash cow in particular the immediate future looked bleak. Since then, two things have happened.

First, football has returned behind closed doors and the fixture calendar boffins are making up for lost time by scheduling games more or less every day, with more of them televised than ever before.

Second, firms with a strong offering in areas such as online poker and casino games have enjoyed a significant uptick in website traffic, as the boredom of lockdown helped spur new account sign-ups.

On Thursday, the worlds largest online gambling firm, Flutter Entertainment, will update the market on its performance in the six months to the end of June.

Flutter the owner of Paddy Power Betfair has been one of the most resilient performers in the sector, thanks to its scale and diversification in both geography and the products it can boast since its $6bn mega-merger with Canadas The Stars Group, which includes Sky Betting and Gaming.

While some UK rivals such as William Hill still rely all too heavily on UK sports betting customers, Flutter has an array of impressive arrows in its quiver.

The deal with Stars saw it acquire PokerStars, one of the leading global brands, as well as a sizable presence in Australia and an improved casino range. This, according to Russ Mould, investment director at stockbroker AJ Bell, made Flutter one of the firms best-suited to helping or entertaining the UKs population while it was under lockdown.

Flutter also owns FanDuel, a fantasy sports betting site used by more than 8 million sports fans in the rapidly expanding, newly liberalised US market in which Flutter like every British gambling company is trying to establish a beachhead.

Covid-19 will probably result in a faster rate of US sports betting legalisation, potentially followed by online casino legalisation, in our view, say analysts at Jefferies.

All of this helps explain why Flutter Entertainment is valued at more than 40% more now than it was at the start of March, while rivals GVC (owner of Ladbrokes Coral) and William Hill have struggled to make up the ground they lost during lockdown.

Industry insiders say management at Flutter have also put in a more impressive performance than their rivals, particularly after GVCs veteran boss, Kenny Alexander, announced his intention to step down.

Any signs in Thursdays numbers of a stronger-than-expected recovery in sports betting could provide a further shot in the arm, not just for Flutter but for some of its more sport-focused peers, too.

And yet not all is rosy in the gambling garden, and 2020 could prove to be one of the most important years in the history of the UK industry, a sector which is genuinely world-leading.

So far, firms including Flutter and casino-focused rivals such as 888 have navigated the choppy waters of the pandemic adroitly.

But this year will also see the government kick off its review of the 2005 Gambling Act, the legislation introduced by Tony Blairs government that gave Britain one of the most liberal gambling markets in the world, and created the industry we see today. There is a broad cross-party consensus that the regulatory pendulum must now swing back in the other direction.

If that happens, as with the pandemic, Flutters size and diversification will serve it well.

But it will also make the stakes for its US expansion much higher, and with no shortage of competition for American punters, that is going to be a fierce battle.

Flutter and the broader industry have ridden out the coronavirus pretty well but the real dangers still lie ahead.

Originally posted here:

Gambling recovered from Covid, but could now be laid low by legal hurdles - The Guardian

As online gambling expands in the U.S., experts worry Nevada could be left behind – Northern Nevada Business Weekly

In April and May combined, when Nevadas casinos were closed to slow the spread of COVID-19, statewide gaming revenues totaled $9.44 million, a more than 99 percent decline over the same two months in 2019.

Gaming win came from mobile sports wagering on Belarusian soccer, Korean baseball, Chinese table tennis, other non-traditional games and gambling on WSOP.com Nevadas lone online poker site.

It was a different story in New Jersey and Pennsylvania.

Both states casinos were also closed, but New Jersey gaming revenues totaled $178.4 million over the two months. Pennsylvania reported $108 million.

The difference was online gaming, which accounted for more than 75 percent of the revenue.

The websites in those states are not just dedicated to poker but also include wagering on table games and slot machines with the same themes found in traditional casino settings.

New Jersey and Pennsylvania have multiple online gaming websites affiliated with gaming companies tied to Nevada, including MGM Resorts International, Golden Nugget and Caesars Entertainment, which owns the World Series of Poker-affiliated WSOP site.

From our organizations perspective, Nevada is missing out, said John Pappas, spokesman for the Washington D.C.-based iDevelopment and Economic Association, which goes by iDEA Growth, a trade organization for the digital and interactive gaming community.

We recognize that change in Nevada has to be spearheaded by the brick and mortar casinos, Pappas said. There can be a tremendous amount of benefit.

Eilers and Krejcik Gaming Research analyst Chris Grove said a healthy debate could take place in comparisons of New Jerseys growing online gaming market with Nevadas online casino potential.

Its evident to us that the introduction of online casino would have an additive impact on the total amount of gambling revenue generated by the Nevada locals market, Grove said.

A Caesars representative said the company wasnt aware of momentum in Nevada for legalizing online casino games. A spokeswoman for BetMGM MGMs joint venture online wagering application said it would offer online gaming once its allowed in Nevada.

Texas casino and restaurant developer Tilman Fertitta is spinning off Golden Nuggets online gaming business into a public company this year, looking to grow outside its market-leading presence in New Jersey. Nevada, where Fertitta owns the Golden Nugget casinos in downtown and Laughlin, could be a target.

We look forward to expanding our operations to Pennsylvania and Michigan, where our licensing process is ongoing, Golden Nugget Online Gaming General Manager Thomas Winter said in a statement. We are closely monitoring the legislative momentum in other states.

Nevada lawmakers legalized internet gaming for a brief time in 2002. The efforts were halted when the Department of Justice advised the state that federal law prohibited internet gambling.

After the Federal Wire Act was reinterpreted by the U.S. Department of Justice in December 2011, a handful of states explored online gaming legalization. Nevada lawmakers approved online poker in 2013.

Today, five states offer online gaming Delaware, Pennsylvania, Nevada (poker only), New Jersey and West Virginia. Michigan has legalized online gaming but has not yet gone live with the activity. Seven states had online gaming legislation pending in the spring before the coronavirus outbreak caused lawmakers to suspend sessions indefinitely.

Earlier this month, the American Gaming Association said the impact COVID-19 had on second quarter gaming revenues nationwide amounted to a 79 percent decline compared to a year ago. All gaming verticals but one online gaming showed double-digit decreases.

Combined, the five online gaming states produced revenues of $402.7 million for the quarter, an increase of almost 254 percent.

AGA CEO Bill Miller noted the quarter was the first time that online gaming recorded higher revenues than sports betting, which was legalized in May 2018.

What about Nevada?

So why hasnt Nevada legalized online casinos?

The simple answer is lack of consensus in the casino industry.

Las Vegas Sands Corp. has not moved from its nearly decade-long opposition to online gaming. Company Chairman and CEO Sheldon Adelson once vowed to spend millions to kill the activity.

On the other end of spectrum, billionaire media mogul Barry Diller spent more than $1 billion through IAC/Interactive Corp. this summer to acquire a 12 percent ownership stake in MGM Resorts. His primary focus is MGMs interactive gaming business.

Diller, who is chairman and senior executive of IAC, said online gaming currently comprises a tiny portion of its revenue. Its so small, he said, that it rounds down to zero.

In 2018, MGM Resorts and United Kingdom-based sports betting conglomerate GVC Holdings partnered to form Roar Digital, which oversees the BetMGM app. The product is live in seven states and expects to be operating in 11 states by the end of 2020.

There is a digital-first opportunity within MGM Resorts already impressive offline businesses, and with our experience, we hope we can strongly contribute to the growth of online gaming, said Diller, who founded Fox Broadcasting and USA Broadcasting.

Other Nevada-based casino operators have launched online gaming outside of the Silver State. Caesars has online gaming sites in New Jersey and Pennsylvania while Boyd Gaming is a partner with FanDuel in an online casino in Pennsylvania that is tied to Boyds Valley Forge Casino.

Grove said Nevadas unique gaming market is unlike the rest of the country in its saturation of casinos geared to different customer demographics.

Nevada has a far greater variety of retail gambling outlets, a smaller population, and a greater density of total population proximate to the full range of retail gambling outlets than youll find in any other state, Grove said. All of that makes precise forecasting of Nevadas online casino potential a challenging task.

Adding online casinos in Nevada

If state gaming regulators with casino industry backing decide to add online casinos, there isnt a need to go back to the Legislature.

Longtime gaming attorney Tony Cabot, now a Distinguished Fellow in Gaming Law at UNLVs Boyd School of Law, said the framework is clearly in place following the passage of previous efforts.

The gaming commission was uncomfortable doing anything beyond poker, Cabot said. The regulations governing internet casinos would just have to be approved.

Gaming Control Board Chairwoman Sandra Douglass Morgan said the Gaming Policy Committee, under then-Gov.Brian Sandoval, met in 2016 and discussed online gaming and future opportunities for Nevada.

However, there was no decision to expand interactive gaming beyond internet poker at that time, Morgan said. Still, state gaming law allows interested parties to petition the Nevada Gaming Commission for regulation changes.

If a policy decision is made to expand interactive gaming beyond internet poker, the Gaming Control Board will fulfill its statutory duty to ensure interactive gaming is properly regulated, Morgan said.

Cabot, who has written extensively on internet gaming, questioned whether Nevadas market size could support the investment casinos would need to make to launch full-scale online gaming. He believes one casualty would be the growing social gaming business, where customers play free casino games and slots online in exchange for virtual tokens.

Pappas said internet gaming would only enhance a casinos offerings.

Nevada has done a great job embracing mobile sports betting, Pappas said. The state needs to take it one step further.

Online poker history

After launching in 2013, Nevada at its height had three poker websites: WSOP.com, South Points Real Gaming and Station Casinos Ultimate Poker, which was the first to launch in April 2013, but was closed after 19 months.

By statute, state gaming regulators only release gaming revenue figures when there are three reporting businesses. Just once in the eight months that Nevada had three poker sites did online gaming combine to produce more than $1 million in revenue $1.037 million in June 2014.

In 2015, Nevada signed a multistate poker network agreement with Delaware where players from the two states could share poker tables and tournaments. The network still exists, and New Jersey joined a few years later.

Growing business

Internet gaming has not expanded at the same pace as sports betting, which is now available in 18 states with another four states potentially able to launch before the end of 2020. In 2019, gamblers nationwide legally wagered more than $13 billion on sports, a figure that was easily on track to be crushed in 2020 until COVID-19 shut down college and professional sports and the gaming industry.

While the interest for digital gaming has picked up, Nevada could be left behind.

Boston-based DraftKings went public in April and since June, the company has launched sports betting in Colorado, an online casino in Pennsylvania, sports betting in Illinois and an online casino in West Virginia. DraftKings is working to enter the Virginia and Tennessee markets for sports betting and Michigan for sports betting and online gaming.

DraftKings does not have any operations in Nevada.

Penn National Gaming, which operates Tropicana Las Vegas, M Resort and two casinos in the northeastern Nevada town of Jackpot, is preparing to roll out a sports betting and online game app in partnership with sports media platform Barstool Sports.

Penn spent $163 million to acquire 36 percent of Barstool in February, looking to attract the platforms 66 million-member fan base.

Penn CEO Jay Snowden recently told private investors at a meeting hosted by Truist Securities that the Barstool branded app would launch in Pennsylvania in September and in Michigan by November. New Jersey, Indiana, Iowa, West Virginia and Colorado would roll out in early 2021, he said.

Nevada was not mentioned, and no reason was given.

Some analysts suspect the IAC investment into MGM Resorts could jumpstart online gaming in many states, including Nevada.

IAC is clearly taking a long-term view of the online opportunity within gaming, said Deutsche Bank gaming analyst Carlo Santarelli.

James Wheatcroft, a United Kingdom-based gaming analyst for Jefferies, expressed a bright future for the U.S. online gambling market, projecting $19 billion in revenue from sports betting by 2023.

We anticipate that (internet) gaming is the next logical step in the legislative process, with casino-oriented MGM well placed to benefit, he said.

Disclosure: Chris Grove, mentioned in this story, has donated $2,550 toThe Nevada Independentthrough 404 LLC.

Howard Stutz is a freelance gaming reporter for The Nevada Independent and the executive editor of CDC Gaming Reports. He has been a Nevada journalist for 30 years. He can be reached athowardmstutz@gmail.com. On Twitter: @howardstutz.

The Nevada Independent is a 501(c)3 nonprofit news organization. The following people or entities mentioned in this article are financial supporters: Anthony Cabot$505.00; Boyd Gaming$31,500.00; Brian Sandoval$550.00; Caesars Entertainment$155,200.00; MGM Resorts International$957,500.00; Sandra Douglass Morgan$100.00; and Station Casinos$100,000.00.

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As online gambling expands in the U.S., experts worry Nevada could be left behind - Northern Nevada Business Weekly

Hear The Roar: BetMGM Brand Continues Rapid Growth In NJ Online Gambling – Play NJ

Once upon a time, BetMGM was PlayMGM and the New Jersey online gambling market was much smaller and simpler.

But with the advent of legal online sports betting in New Jersey, the competition and the market expanded. There are, at last count, 29 brands hosting 49 total gambling sites.

Its perhaps not the best time to change things up, but thats just what BetMGM did in 2019.

Last year at this time, we were preparing for the launch of BetMGM in New Jersey, said Adam Greenblatt, CEO of Roar Digital, the company behind BetMGMs new look. That launch coincided with the introduction of our new digital technology.

Now, the BetMGM brand is rapidly expanding across the country. Its making moves in the West and Midwest and has sportsbook apps up and running in Colorado, West Virginia, and Indiana.

But it got its start in New Jersey.

Roar Digital, the joint venture of MGM Resorts InternationalandGVC Holdings, is pleased with the results so far. Standing idly by and watching the competition do its thing, however, is not part of the plans.

In an interview with Play NJ, Greenblatt summed up the past in two words: pretty phenomenal. The future looks similarly bright.

On Sept. 5, 2019, Roar unveiled the product upgrade for the BetMGM sportsbook and Borgata Sports apps. Both operate under the MGM-owned Borgata.

But BetMGM isnt just a sports betting brand. There is BetMGM online casino and BetMGM poker, too

And going live with a new look and a new platform in New Jersey was the first phase of a much bigger national plan.

The BetMGM sportsbook has gone live in four states total, with additional markets on the radar. The NJ timing coincided with the start of the 2019-20 NFL betting season. And as Greenblatt likes to say, weve had a busy old time focusing on different aspects of the business.

The busy list includes:

The original PlayMGM online casino and poker app launched in 2017. For Greenblatt, launching in New Jersey before the other markets has its advantages. For one, the New Jersey Division of Gaming Enforcement, in terms of its expertise and sophistication, is probably ahead of most jurisdictions.

The DGE, according to Greenblatt, is probably the leading jurisdiction when it comes to digital and online gambling.

Having got product through the DGE and live in New Jersey, thats helpful to us, to point to and use as a reference point when we go to other states for licensing and for product approvals, said Greenblatt.

You cut your teeth in Jersey and then roll out in other states.

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Like other operators, BetMGM has little to complain about when it comes to Julys NJ sports betting results. The market as a whole combined for $315 million in total bets.

The return of the MLB, theNBA, andNHLafter a 100-plus day shutdown certainly helps. The global pandemic pushed sports to the sidelines way back in March.

And Borgata was one of the big beneficiaries with just shy of $3 millionin total sports revenue. That was good enough for third-best in the market, right behind Meadowlands and Resorts.

The majority, or $2.3 million of it, came via the BetMGM Sportsbook and Borgata Sports apps.

And its looking more and more likely Borgata will soar past $10 million in revenue for the year. The number currently sits at $8.9 million.

Greenblatt is really liking what he sees.

I mean, we are hoping now, in the NBA playoffs, well see a few more upsets to keep fans engaged in the latter part of the playoff series, said Greenblatt. But its been superb for us.

He pointed out the week-on-week increase in the number of active players in bet count along with a higher degree of engagement.

And with the 2020 NFL season kicking off onSept. 10, the outlook is looking even more promising,

When Atlantic City casinos were forced to close back in March as a result of the global pandemic, gamblers took their play to NJ online casinos.

As a result, NJ online casino revenue set several new all-time highs from April to June.

Now, heres the interesting part. The majority of AC properties started welcoming back guestsJuly 2and3, granted at 25% capacity.

Borgata, for its part, waited until July 26 to hold its reopening.

Even so, instead of taking a step back, the NJ online casino business prospered with an all-time monthly high of $87.4 million.

Whether players got accustomed to gambling at home or just decided not to return to AC, the license holders online business did not take a step back. Borgata reported $15 million in total revenue, good enough for a 17.5% market share. Borgata and its online brands now sit right behind the online juggernauts of Golden Nugget AC and Resorts Digital in terms of revenue and market share.

BetMGM is one of four brands contributing to Borgatas online casino result. The others are:

Greenblatt is quick to point out that 25% capacity limits and indoor dining prohibitions at AC casinos have to be taken into account. Then there is the uncertainly regarding the COVID-19 situation. Those two factors play a role in how well online casinos are doing now compared to how well they will do a year from now.

At the same time, he is optimistic about what the future holds.

Frankly, I have great confidence in the resilience of that digital gaming product, and what weve also seen [from] new players, said Greenblatt.

In his view, the growth of BetMGM online casino just means customers are starting to enjoy the online product even more. And that growth will work in tandem with the retail experience.

The BetMGM brand has come a long way over the last 12 months. And things will not be slowing down anytime soon.

There is a fall launch target for the BetMGM online casino in neighboring Pennsylvania. And for 2021, theOhio,Massachusetts,Iowa, andVirginiasports betting markets are all on the radar.

Greenblatt sums up the business plans by saying were certainly not sitting on our hands.

And as far as New Jersey goes, increasing market share is part of those plans.

FanDuel andDraftKingsare the kings of the NJ sports betting land, but BetMGM is focusing on future growth. Greenblatt noted in mature sports betting markets, most players will have an average of two to three betting apps on their phones.

So we are still seeing a little bit of early market stickiness at this point, said Greenblatt.

He used the words fairly measured in reference to New Jersey growth.

Our product has improved dramatically to the point where I think we offer a differentiated and competitive sports product. And with brand credibility, I think that bodes well for us to make incremental and sequential gains against FanDuel snd DraftKings in sports in New Jersey.

But he doesnt want to set an expectation that the current market shares will shift suddenly in BetMGMs favor. Far from it.

More progressive in our favor, is how Greenblatt sees things playing out

And just think about this: From 2017 to 2019 and now 2020, BetMGM has come a long way. And look where its headed.

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Hear The Roar: BetMGM Brand Continues Rapid Growth In NJ Online Gambling - Play NJ

Healthcare, Gambling, Finance: Study shows top industries that had the most effective Instagram influencer-marketing campaigns in the last quarter -…

The COVID-19 pandemic affected almost all the industries from every vertical. Many brands had to cut down their budgets on advertisements and influencer-marketing saw a drastic fall because of production and cost issues. However, since July 2020, Influencer-marketing seems to have rebound to some extent.

Socialbakers is a social media marketing company, and recently, it has issued some data that reveals the top ten industries that had the most efficient influencer-marketing campaigns amidst the coronavirus pandemic.

According to the data (first shared by BI) that was collected from more than 8000 brands, the efficiency of partnerships between brands and influencers on Instagram was analyzed from April till July 2020. Socialbakers define efficiency as the difference between the engagement of an influencers sponsored post for the brand and the average engagement of that brands Instagram content (on its own, without an influencer.)

The efficiency index of 1.00 or more is considered as a successful brand-influencer partnership. Socialbakers report suggests that during this period, the highest efficiency index of 4.99 was calculated for the healthcare industry.

Fast Moving Consumers Goods (FMCG) - The food industry had an efficiency index of 2.55, Household goods had an index of 2.46, and it was followed by Gambling with an index of 2.30. The finance sector saw the efficiency index at 2.29, the Telecom industrys index was 2.28, Home and living at 1.67, Retail industry was at 1.63, the Beauty sectors index was at 1.62, and FMCG Corporate was at 1.60.

On the other hand, the industries that had the lowest efficiency index in influencer-marketing campaigns includeAirlines with the lowest index of 0.08, Auto industry at 0.35, Sporting goods with an efficiency index of 0.43, Retail food industry at 0.59, the Travel industry at 0.73, Software sector at 0.76, Industrial at 0.78, Fashion industry at 0.80, Services at 0.89, and Accommodation industry at 0.97.

In the last few months, it has been noticed that brands have started hiring influencers again for their campaigns and sponsored posts. Although many industries are still not fully functioning or have a lot of restrictions and limitations like Travel and Tourism, still, it seems that things are getting back towards some normalcy.

However, it looks like it is going to take some more time for everything to revive completely. All the industries need some more time to thrive again after the COVID-19 pandemic.

Illustration: Freepik

Read next: Customer Journey Mapping: How Consumers Are Finding New Products and Services

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Healthcare, Gambling, Finance: Study shows top industries that had the most effective Instagram influencer-marketing campaigns in the last quarter -...

Global Online Gambling Market 2020 includes Attractiveness and Raw Material Analysis and Competitor Position Grid Analysis to 2027 – Reported Times

Aug 25, 2020 2:58 AM ET iCrowd Newswire Aug 25, 2020

Fior Markets has come with the titleGlobal Online Gambling Market Regions, Global Industry Analysis, Market Size, Share, Growth, Trends, and Forecast 2020 to 2027presents industry states and prognosis for 2020 to 2027 time period. The report covers various aspects corresponding to the global and regional markets in a detailed chapter-wise format. The report contains a globalOnline Gamblingmarket overview with regard to the historic and current scenario with regard to the historic and current scenario as well as market analysis by kind, applications, and areas. The report sheds light on classifications of the market such as product types, applications, key regions, top manufacturers, and various other segments. The research demonstrates insights into the market share and size of key segments along with the forecast period and analyzes the factors that lead to the emerging demand for products/services in key regions.

NOTE: Our analysts monitoring the situation across the globe explains that the market will generate remunerative prospects for producers post COVID-19 crisis. The report aims to provide an additional illustration of the latest scenario, economic slowdown, and COVID-19 impact on the overall industry.

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The report offers a thorough analysis of the globalOnline Gamblingmarket based on product portfolio, applications, price, production processes. Then, market dynamics such as the chances, market risk, and key driving forces are highlighted in the report. Top key players have been aggregated on the basis of various aspects such as productivity and manufacturing base. The overall report explores the competitive landscape, segmentation, geographical expansion, and revenue, production, and consumption growth of the global market. The research document covers an overview of the cost structure of products available on the market and their manufacturing chain.

Major market players present in the market and profiled in the report are:Bet365 Group Ltd., William Hill PLC, Paddy Power Betfair PLC, Ladbrokes Coral Group PLC, Betsson AB, 888 Holdings PLC, The Stars Group Inc., Sky Betting and Gaming, GVC Holdings PLC, and Kindred Group PLC.

What Is The Regional Coverage of The Report?

The research study covers all big geographical, as well as, sub-regions throughout the world. The report focuses on market size, value, product sales, and opportunities for growth in these regions. Each of these regions is analyzed on the basis of market findings across major countries in these regions for an understanding of theOnline Gamblingmarket. The Key regions are extensively analyzed with respect to every parameter of the geographies in question, comprising,North America, Europe, Asia Pacific, South America, and the Middle East and Africa.

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Moreover, the report displays well-defined SWOT estimation, revenue proportion, and speaks to information. The record analysis document covers an overview of the cost structure of products available on the market and their manufacturing chain. The report also contains data regarding producers and distributors, downstream buyers, and the cost structure of manufacturing the globalOnline Gamblingmarket. Additionally, insights into market experts opinions have been taken to understand the market better. A thorough evaluation of the restrains included in the report portrays the variation to drivers and gives room for strategic planning.

BROWSE COMPLETE REPORT AND TABLE OF CONTENTS:https://www.fiormarkets.com/report/online-gambling-market-by-type-sports-betting-casinos-418131.html

About the report:The globalOnline Gamblingmarket is analyzed on the basis of value (USD Billion), volume (K Units), export (K Units), and import (K Units). All the segments have been analyzed on global, regional and country basis. The study includes an analysis of more than 30 countries for each segment. The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The study includes porters five forces model, attractiveness analysis, raw material analysis, and competitor position grid analysis.

Customization of the Report:The report can be customized as per client requirements. For further queries, you can contact us on[emailprotected]or +1-201-465-4211. Our executives will be pleased to understand your requirements and offer you the best-suited reports.

Contact UsMark StonePhone:+1-201-465-4211Email:[emailprotected]Web:www.fiormarkets.com

This content has been distributed via CDN Newswire press release distribution service. For press release enquires please mail us at [emailprotected].

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Global Online Gambling Market 2020 includes Attractiveness and Raw Material Analysis and Competitor Position Grid Analysis to 2027 - Reported Times

5 of the best gambling apps to play real money poker games – European Gaming Industry News

Reading Time: 3 minutes

Online poker is one of the most popular games in the world, appealing to everyone from casual beginners on a budget to serious professionals playing for thousands each hand. It is therefore no surprise that there are numerous online platforms and mobile apps all attempting to attract the millions of poker players.

However, some poker websites and apps are much better than others, so if you are looking to join a new platform, here are five that are definitely worth considering.

Where better place to start than the worlds largest poker site? PokerStars apps for Android and iOs function every bit as good as the desktop equivalent. Players have the options of cash games, tournaments, sit-and-gos, lottery-style spin-and-gos, and Zoom Poker, which allows you to play in a private room with your invited friends.

PokerStars have strived to improve the player experience in recent years and now offer personalized avatars, a large selection of table designs, preset bets, a search feature, a chat feature, and the ability to play quick hands. There is also a web cashier to make quick deposits.

Android and iOS of iPhone users can play up to four tables simultaneously, while iPad users can play up to five tables.

Given PokerStars global reach, you will need to download the app that is relevant to your location: if youre in mainland Europe, then download PokerstarsEU, and UK-based players need PokerStarsUK.

Partypoker has invested plenty of time and money in revamping the app in recent years, and the result has been one of the best apps in the poker industry.

Among its many great features include a new portrait layout so you can play with one hand; a new lobby to find all the games within the app, which can be filtered according to personal preferences; a new interactive chat; and Diamonds partypokers in-game currency which can be used to access special features within the app.

Partypoker also offers one of the best multi-table experiences as well as a hand-replayer function, which is a great feature to help players refine their strategies.

With its many player-friendly features and range of games, partypoker has created one of the best gambling apps in the business.

Part of gambling giant 888 Holdings which also includes 888 Casino and 888 Sport, 888 Poker remains at the forefront of the online poker world thanks in large part to its excellent and popular mobile app.

The lobby is intuitive and easy to navigate, while players have the option to choose from a number of preset avatars. 888 Pokers app also has a bet slider, quick seat option, a chat feature, a web cashier, and large action buttons to reduce the risk of costly mistakes being made by a slip of the thumb.

888 Poker is the platform and app of choice for thousands of casual and professional players and as such the company hosts numerous online tournaments that can be played through the mobile app.

As the official online poker platform for the World Series of Poker, you better believe that GGPoker has one of the best apps in the business. If its a good enough platform for Daniel Negreanu, Bryn Kenney, and Felipe Ramos, then its good enough for the rest of us!

That being said, you dont have to be a professional chasing hundreds of thousands of dollars to enjoy the many benefits of the GGPoker app and site. The app has a social media function that allows you to upload any moments you want directly to your social accounts.

The multi-table experience has been refined and simplified with a swiping feature, so you can now play up to four tables at one time and switch between those tables with a simple swipe of your device.

With lots of games, a slick interface, and the choice of some of the top pros, GGPoker is undoubtedly one of the best poker apps around.

For casual players more interested in less serious and lower stakes games, Unibet Poker has a great app and a thriving poker community.

There are more than 100 preset avatars to choose from, plenty of cash games, multi-table tournaments, daily promotions, and access to lots of other casino games beyond poker.

Beginners and players who may be intimidated by competitive sites like GGPoker and partypoker, then Unibet Poker offers a great alternative.

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5 of the best gambling apps to play real money poker games - European Gaming Industry News

How WeChat Censored the Coronavirus Pandemic – WIRED

When the novel coronavirus was first discovered in China last winter, the country responded aggressively, placing tens of millions of people into strict lockdown. As Covid-19 spread from Wuhan to the rest of the world, the Chinese government was just as forceful in controlling how the health crisis was portrayed and discussed among its own people.

Politically sensitive material, like references to the 1989 Tiananmen Square protests, have long been forbidden on Chinas highly censored internet, but researchers at the University of Torontos Citizen Lab say these efforts reached a new level during the pandemic. The blunt range of censored content goes beyond what we expected, including general health information such as the fact [that] the virus spreads from human contact, says Masashi Crete-Nishihata, the associate director of Citizen Lab, a research group that focuses on technology and human rights.

Citizen Lab's latest report, published earlier this week, finds that between January and May this year, more than 2,000 keywords related to the pandemic were suppressed on the Chinese messaging platform WeChat, which has more than 1 billion users in the country. Many of the censored terms referenced events and organizations in the United States.

Unlike in the US, internet platforms in China are responsible for carrying out the governments censorship orders and can be held liable for what their users post. Tencent, which owns WeChat, did not comment in time for publication. WeChat blocks content via a remote server, meaning its not possible for research groups like Citizen Lab to study censorship on the app by looking at its code. We can send messages through the server and see if they are received or not, but we can't see inside of it, so the exact censorship rules are a bit of a mystery, Crete-Nishihata says.

For its latest report, Citizen Lab sent text copied from Chinese-language news articles to a group chat it created on WeChat with three dummy accounts, one registered to a mainland Chinese phone number and two registered to Canadian phone numbers. They used articles from a range of outlets, including some based in Hong Kong and Taiwan as well as Chinese state-controlled publications. If a message was blocked, the researchers performed further tests to identify which words triggered the censorship. Some of the blocked messages had originally been published by Chinese state media. In other words, while a person or topic may be freely discussed in the government-controlled press, its still banned on WeChat.

Read all of our coronavirus coverage here.

The Citizen Lab report demonstrates the extent to which the Chinese government tried to control the narrative from the beginning. As residents in Wuhan remained in lockdown, WeChat blocked phrases about Li Wenliang, a local doctor who warned colleagues about a new infectious disease before it was disclosed by the government, and who became a popular hero for free speech after he died of Covid-19 in February. WeChat also blocked its users from discussing an announcement by Chinese officials that they had informed the US government about the pandemic for the first time on January 3, almost three weeks before they said anything to their own citizens. And it censored mentions of the US Centers for Disease Control and Prevention when the organization was coupled with the word coronavirus.

By March, Covid-19 had become a global pandemic, and WeChat began blocking some mentions of international groups like the World Health Organization and the Red Cross. It also censored references to outbreaks in other countries like Saudi Arabia, Turkey, Russia, and the United Kingdom. Citizen Lab found that the majority of blocked words related to international relations were about the United States, the subject of the third portion of the report.

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How WeChat Censored the Coronavirus Pandemic - WIRED

Voter Advocacy Orgs Sue Trump Administration for Executive Order Threatening Social Media Censorship – EFF

San Francisco The Electronic Frontier Foundation (EFF) has joined forces with Protect Democracy and Cooley LLP to represent five advocacy organizations suing President Trump and others in his administration for an unconstitutional executive order threatening their ability to receive accurate information free from government censorship. The plaintiffs are Common Cause, Free Press, Maplight, Rock the Vote, and Voto Latino.

Our clients want to make sure that voting information found online is accurate, and they want social media companies to take proactive steps against misinformation, said David Greene, EFF's Civil Liberties Director. Social media platforms have the right to curate content however they likewhether it is about voting or notbut President Trumps executive order punishes platforms for doing just that. Misusing an Executive Order to force companies to censor themselves or others is wrong and dangerous in the hands of any president. Here its a transparent attempt to retaliate against Twitter for fact-checking the presidents posts, as well as an obvious threat to any other company that might want to do the same.

Trump signed the Executive Order on Preventing Online Censorship in May, after a well-publicized fight with Twitter. First, the president tweeted false claims about the reliability of online voting, and then Twitter decided to append a link to get the facts about mail-in ballots. Days later, Trump signed the order, which tasks government agencies with concocting a process for deciding whether any platforms decision to moderate user-generated content was done with good faith. If found to be in bad faith, the order then asks for social media companies to lose millions of dollars in government advertising, as well as their legal protections under Section 230. Section 230 is the law that allows online serviceslike Twitter, Facebook, and othersto host and moderate diverse forums of users speech without being liable for their users content.

In the lawsuit filed in the United States District Court for the Northern District of California today, the plaintiffs argue that the executive order is designed to chill social media companies from moderating the presidents content in a way that he doesnt likeparticularly correcting his false statements about elections. In fact, since the order, Trump has tweeted multiple falsehoods about voting without any flagging by Twitter.

Voters have a constitutional right to receive accurate information about voting alternatives without government interference, especially from a self-interested president who is lying to gain an advantage in the upcoming election. So when Trump retaliates against private social media companies for fact-checking his lies, its not only a First Amendment violationits the kind of behavior youd expect to see from a dictator, said Kristy Parker, counsel with Protect Democracy. In the midst of a global pandemic, when far more voters than usual may opt to vote by mail to protect their personal health, the presidents authoritarian actions are especially egregious.

We joined this cause to protect voters access to accurate information about voting during the pandemic, free from unconstitutional governmental meddling that is being done to advance a particular political viewpoint, said Michael Rhodes, who chairs Cooleys global cyber/data/privacy and Internet practices. We want all voters to be able to make informed and independent political choices and that requires protecting online platforms ability to curate information without fear of reprisal from the federal government.

For the full complaint in Rock the Vote et al. v. Trump:https://www.eff.org/document/rock-vote-v-trump

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Voter Advocacy Orgs Sue Trump Administration for Executive Order Threatening Social Media Censorship - EFF

Kuwait relaxes book censorship laws after banning thousands of titles – The Guardian

After banning almost 5,000 books in the last seven years, Kuwaits government has relaxed its book censorship laws in a move that has been welcomed by writers and free speech activists.

Kuwaiti state media reported that the countrys parliament had voted 40 to nine in favour of lifting the Ministry of Informations control over books imported into the country. Previously, the ministry had blacklisted more than 4,000 books since 2014, with titles including Victor Hugos The Hunchback of Notre Dame and One Hundred Years of Solitude by Gabriel Garca Mrquez falling foul of its censorship committee. All books published in the country had to receive prior approval from a 12-member committee that met twice a month before they could be released, with offences ranging from insulting Islam to inciting unrest and committing immoral acts.

The new rules mean importers and publishers will only have to provide the Ministry of Information with book titles and author names, with the importer alone bearing responsibility for the books contents. According to the National, only an official complaint from the public will spark legal action against a book, with a ban only to be implemented by the courts, rather than the Ministry of Information.

The International Publishers Association said the ruling put an end to the mandate of the Kuwaiti book censorship committee.

Congratulations to those in Kuwait who have successfully encouraged this change in favour of the freedom to publish, said the chair of the IPAs freedom to publish committee, Kristenn Einarsson. This is an important step forward and I hope that more positive changes will follow.

Kuwaiti-American author Layla AlAmmar told the Guardian that the change was a major and positive step in the right direction.

Abolishing the committee is a major accomplishment that is worthy of celebration, and the credit for it rightly goes to writers and activists like Bothayna al-Essa and Abdullah al-Khonaini, who lobbied tirelessly for this cause, she said.

AlAmmar said that, in the nearly 15 years that the committee was in place, almost 5,000 books were banned in a largely arbitrary fashion and that the law had throttled an already fledgling publishing industry and market where piracy is rampant.

Campaigners have both welcomed the news and shared reservations. The Ministry of Information is no longer the judge when it comes to books and I believe this is a most important achievement, Essa told Gulf News. We will continue to work towards achieving greater freedoms.

But Khonaini said: The freedom of expression is already restricted in Kuwait on multiple levels. This law doesnt fix it. The amendment shifts the power of censorship away from the executive branch to the judicial branch. We still need to work on the prohibition section in the law, which needs a stronger political lobby and mature political and societal awareness.

AlAmmar pointed to the case of International prize for Arabic fiction winner Saud al-Sanousi, who went to court to get a ban on his book annulled. It remains unclear what the fate of the banned books is: does the ban automatically lift? Must they pass through some other authorising committee or bureaucratic procedure before their sale is allowed? None of this has been addressed, she said.

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Kuwait relaxes book censorship laws after banning thousands of titles - The Guardian

Buffy’s Amber Benson on censorship, the musical, and Tara’s death – digitalspy.com

Rainbow Crew is an ongoing interview series which celebrates the best LGBTQ+ representation on TV. Each instalment showcases talent working on both sides of the camera, including queer creatives and allies to the community.

Next up, we're speaking to Amber Benson about her game-changing role on Buffy the Vampire Slayer.

The hardest thing in this world is to live in it.

That's true for more reasons than I could ever list here, but when Buffy said this to Dawn, younger me also found these words strangely comforting. Being a teenager is never easy, no matter who you are, or where you come from, but it's safe to say that all the loneliness everyone feels is amplified even more when you're queer. And hearing someone else acknowledge that on screen shifted something inside of me.

Buffy didn't choose to be a Slayer, just like I didn't choose to be gay, but there's a strength to be drawn from being different and embracing what makes you special. Of course, that's easier said than done. For the longest time, I fought to deny this part of myself with even more strength than Buffy battling another apocalypse.

But then something magical happened. A new character called Tara Maclay appeared on the show and for perhaps the first time ever, I saw my own shy, queer insecurities reflected directly back at me on screen.

Looking back at her first day, Amber Benson recalls walking onto the 'Hush' set in season four and coming across the Gentlemen on wheeled platforms:

"Someone was pulling them, and they just couldn't get it to work right. So for two hours, it was everyone trying to get the Gentlemen to float properly [laughs]. I was like, 'What have I walked into?'"

It's fitting that in an episode where people lost the power to speak, Tara's debut ended up giving a voice to countless queer viewers watching at home. As her role gradually became more prominent, this shy young character shifted the show and TV as a whole towards something more inclusive, and that was thanks in large part to her relationship with Willow.

Sure, there had been other LGBTQ+ romances on TV before, but it's safe to say seeing Tara and Willow fall in love saved more lives than even Buffy herself ever could. Almost twenty years on, Benson tells me that both she and co-star Alyson Hannigan "feel honoured" still by how fans react to their story:

"I'm so lucky," says Amber. "It's the thing I'm most proud of as an actor. I look back at Buffy, and I'm like: we did something that wasn't just television. I think that was a beautiful thing. I think it changed the landscape a bit."

"I look back at Buffy, and Im like: we did something that wasnt just television."

Before Willow fell under Tara's spell, TV was pretty much a full-on Hellmouth when it came to any kind of positive queer representation. Sure, some important strides were made in the '90s, but they often came at a cost.

Shows like Friends often reinforced cringeworthy stereotypes, and even when Ellen DeGeneres came out in her sitcom, the subsequent backlash led to its eventual cancellation. Readers who grew up during this time will recall that queer characters were even rarer in genre TV. Looking back, Xena and Gabrielle must have slipped a disc carrying the whole queer fantasy fandom on their shoulders.

And then Tara arrived. Just by proudly loving Willow on TV, Amber's character told fans that; "If you find somebody to love, it doesn't matter what your gender or sexual orientation is. If you find somebody, you're lucky. That's a beautiful, wonderful thing, and everyone should have that opportunity."

Back in the early noughties, it was still rare to see two women share this kind of affection on screen; "You just didn't see that." So while Tara and Willow's relationship was groundbreaking for a number of reasons, Benson admits the network was still "very, very wary" about showing the physicality of their love.

"Standards and practices were like, 'Hmmm. No. We don't want them touching. We don't want them kissing', which I always thought was kind of absurd, because you have a show where people are having sex on gravestones. Really? You can't have two women just holding hands? [laughs] I don't understand. It seems a little hypocritical there, guys?"

Benson and her co-star Alyson Hannigan were naturally both "very upset" about this. "We felt it was disrespectful to the relationship, how they were censoring things on the show." However, it's important to remember that Tara's relationship with Willow still made an impact regardless, just by virtue of existing:

"One of the guys in the art department came over to us, and he was gay. He was like, 'Look, in the grand scheme of things, yes, it would be awesome if you could show the physical aspects of the relationship. But what's important is that you guys are going into people's houses every week, and introducing them to a wonderful, loving relationship two people that just both happen to identify as female, who are together, and love each other. You're changing people's perceptions.'"

At a time when queer people were almost non-existent on screen, even a censored version of this relationship still mattered. Just ask 14-year-old me. And that made it even more special when the network did finally relent and start to show the physical aspects of Tara's love for Willow.

"To be in bed together, and to kiss, and to hold each other, and to hold hands. I think all of that was really important and really necessary."

"You have a show where people have sex on gravestones. You can't have two women just holding hands?"

As the relationship evolved, Tara grew too. Benson recalls how her character started out "very shy, very insecure," at first. "We really worked on portraying that in a physical way. She's almost holding herself. She was so hunched, and almost protecting herself. And by the end, she was standing straight, and her stammer had mostly gone away. She was very integrated into the Scooby Gang."

When Giles left in season six, Tara became "the moral centre of the group," and Benson thinks "that could only have happened because Tara took that journey from a shy, insecure person, to a loved human. The relationship changed her."

That's what real love does. It changes you for the better. But when you're a young queer kid living in a small town somewhere, it's easy to start thinking you'll never find love like that. Most queer storylines back then punished LGBTQ+ characters for daring to be themselves, or just neutered them completely.

And it's also worth noting that when Buffy first aired, stigmas surrounding AIDS were still prevalent, which led many queer teens to wonder if they would even survive long enough to experience the love they deserve. But by showing Tara and Willow physically enjoy their relationship on screen, it taught young people like myself that we too were worthy of love.

The best example of this can be found in 'Once More With Feeling', otherwise known as 'That wacky Broadway nightmare' or 'The Best Buffy Episode Of All Time'. As a now integral part of the Scooby Gang, Amber's character was given her own song called 'Under Your Spell' where she sang of how Willow's love helped set her free.

"I heard that song, and I was like, 'Oh my gosh, I got the best song on the whole album!'" Benson laughs. And for what it's worth, she's not wrong either. "I love everybody's songs, but my song is a magical, little song. People listen to that song at their wedding. They play that song when they walk down the aisle."

But what these couples might not realise is 'Under Your Spell' is also a rather "naughty song". Even over Zoom, it's clear how much Benson loves that aspect of the song, and she even sings a couple of these double entendres to me, like "Spread beneath my willow tree" and "You make me come plete".

Younger me would have lost his mind hearing Amber sing what was basically the soundtrack to my youth, and honestly, even now, I had trouble containing my excitement.

"You can't work with a group of people for three years, and not feel like they're your family."

However, it's also important to recognise how these little moments actually celebrated queer sex pre-watershed at a time when most TV shows failed to even acknowledge its existence.

Amber says filming the musical was her biggest highlight on the show, even if it was "probably the most intense thing" to shoot. And that's saying a lot given how Benson's time on Buffy came to an end.

Countless words have been written about Tara's death and perhaps even more tears have been shed since 'Seeing Red' first aired in 2002. Looking back on that episode, Benson remembers "everyone was very emotional" on set:

"We had a cake. It said 'RIP Tara'. There was a little gravestone. I cried. Sarah [Michelle Gellar] cried. My last stuff was with Sarah. It was very, very emotional. You can't work with a group of people for three years, and not feel like they're your family."

For many watching back home, Tara was their "family" too, which is why fans were so devastated by how her story came to an end. As traumatised viewers might recall, Tara was killed by a stray bullet just after she and Willow had finally got back together, cutting their reconciliation short.

Outrage ensued amidst a wave of frustration and sadness. Not only did fans love the character dearly, but many felt that Tara's death was actually some form of punishment because of the queer love scene that preceded it.

Executive producer Marti Noxon has since expressed regret over Tara's demise, but to this day, her death is still referred to as a quintessential example of the 'Bury Your Gays' trope.

Speaking about the moment she found out Tara's fate, Benson remembers Joss Whedon taking her aside while filming season five's finale:

"He was like, 'Hey! Guess what? It's so exciting! We're going to kill your character!'"

"I was like, 'Oh oh, yes. That sounds awesome yeah.'" [laughs]

However, as time went on, it became clear that Whedon's excitement for this might have faded somewhat. Amber tells us that Joss "kept putting it off," and in fact, Tara's death was actually supposed to happen at the beginning of season six.

"I truly believe that if he'd understood the impact of Tara's death, Joss would never have done it."

"He just kept pushing it further back. It kept getting pushed further and further down the line [laughs]. I think there was a part of him that didnt really want to do it."

But what does Amber think about it all now? No-one was affected by this decision more than Benson herself, but she doesn't bear any ill will towards Joss and the writing team. In fact, Amber even defends their choices, although she believes hindsight would have helped them "find a different way to deal with Tara's death".

"I feel like Joss did such a beautiful job with her," says Benson. "I truly believe that if he had understood the impact of Tara's death, Joss would never have done it that way. He's not vindictive or hurtful."

According to Amber, Joss was looking at this decision "from a story point of view", planning Tara's fate to support Willow's addiction storyline:

"How do we get Willow to become dark Willow? Well, she has to lose the most important thing in her life. It's her lover, her person... What Joss was trying to do was really impactful and beautiful. I just think how it happened was a little intense, and there could have been a better way had we all had a conversation about it."

Despite there being a general "lack of thoughtfulness" on TV back then, Amber maintains that the intention was never to "screw" with people. "If we were doing this now, I guarantee you, Joss would be super-aware of the conversation around 'Bury Your Gays'."

Since leaving Buffy, Benson has become a prolific writer with multiple books to her name. One story in particular, The Witches of Echo Park, may even follow in Buffy's footsteps and make the move to TV. A pilot has already been written, and Amber plans to work behind the scenes as showrunner alongside her friend Mo Perkins.

Given her success as an author, I was keen to know if Amber would have handled Tara's story differently if she'd been involved in the writers' room all those years ago.

"I understood why it needed to happen," Benson reflects. "And looking back, there was probably a better way to do it. A way to maybe not kill her. Maybe sending her to another universe. Who knows? There's all kinds of ways to get rid of somebody for a while."

"We could talk all we want about Tara's death, but the fact she existed transcends all that."

Amber jokes that "Buffy's died like five times," so it would have been easy to 'kill' Tara without really killing her. While there was some talk of bringing her character back in the final season, Benson says the dates conflicted with another job, and in hindsight, she feels that this was for the best.

Joss planned for The First to take Tara's form, torturing the friends she left behind on Earth, but Amber didn't want her character to return as a villain. "I think that would have been hard for people... If the show had gone on, we could have gone a different way to bring her back. Kind of like what they did in the comics. I thought that was really lovely."

These comic book cameos were mostly flashbacks, but Amber has a perfect idea for how Tara's life could have continued if she'd survived:

"I picture her being a very cosy lady. I think she would be that mum that was very invested in Dawn. Like, 'Whats going on with Dawn? Dawn's moving to Los Angeles to go to UCLA? Guess what, Willow? We're moving to Los Angeles, so we can be near Dawn!'"

"She'd be that kind of mum. She'd totally be into macram, probably with a scrapbook."

Despite everything that's happened, it's comforting to imagine Tara living out the rest of her days in domestic bliss. After all, "We could talk all we want about Tara's death, and how awful it was, but the fact that she existed, that that relationship existed, transcends all of that."

And Amber's right. The hardest thing in this world is to live in it, but characters like Tara and Willow help make life a little bit easier to bear, especially for young queer people who might feel alone and unseen. Buffy was a hero we can all aspire to be, but so was Tara. In her own way, she saved the world too.

Buffy the Vampire Slayer is currently available to stream or download on Amazon Prime Video. It's also currently available via All 4 in the UK.

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Buffy's Amber Benson on censorship, the musical, and Tara's death - digitalspy.com

Kuwait eases censorship laws after banning 5000 titles in last 7 years – The Indian Express

By: Lifestyle Desk | New Delhi | Published: August 26, 2020 6:24:56 pmAuthors have welcomed this decision. (Representational image)

According to a report in The Guardian, the Kuwait government has become more lenient with its censorship laws pertaining to books. This comes after it banned almost 5,000 books in the last seven years. The report further states that the countrys parliament voted in favour of Ministry of Information exercising no control over imported books. The same report further states that under the new rules, publishers need to give book titles and names of authors to the Ministry. In the past, books like One Hundred Years of Solitude, Hunchback of Notre Dame were banned.

Congratulations to those in Kuwait who have successfully encouraged this change in favour of the freedom to publish, Kristenn Einarsson, the chair of the International Publishers Associations freedom to publish committee was quoted as saying.

Abolishing the committee is a major accomplishment that is worthy of celebration, and the credit for it rightly goes to writers and activists like Bothayna al-Essa and Abdullah al-Khonaini, who lobbied tirelessly for this cause, Kuwaiti-American author Layla AlAmmar was quoted as saying in the report.

The freedom of expression is already restricted in Kuwait on multiple levels. This law doesnt fix it. The amendment shifts the power of censorship away from the executive branch to the judicial branch. We still need to work on the prohibition section in the law, which needs a stronger political lobby and mature political and societal awareness, Khonaini said.

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Kuwait eases censorship laws after banning 5000 titles in last 7 years - The Indian Express

Film and Publications Amendment Act: Protecting, not censoring, our citizens in the digital age – Daily Maverick

(Image: Adobestock)

Human beings are innately wired for progress. It is in our evolutionary DNA. History has shown that, often, much is sacrificed in the name of advancement.

At the start of the Second Industrial Revolution, few would have predicted that the burning of fossil fuels would have such deleterious effects on our environment. Through lobbying the global world, via policy summits, 13,000 scientists explicitly called for bold and drastic transformations inclusive of economic and population policies. These policies led to legislative change, resulting in enormous positive effects that just may save the world we live in.

Enter the digital revolution with its interesting dynamic, pitting the hard-won right to freedom of speech against the imperative for social cohesion and the protection of personal dignity the age-old debate in democratic nations around balancing rights and responsibilities.

The penetration of new technologies and the reliance on digital forms of information and entertainment in South Africa is undeniable. In the first quarter of 2020, daily newspaper circulation declined by 14% over the previous year, with weekend newspapers declining by 17%, according to the Audit Bureau of Circulation of South Africa. At the same time, according to statistics from the DataReportal, mobile connections in South Africa increased by 3.1 million between January 2019 and January 2020, to 103.5 million. Internet penetration stood at 62% (an increase of 3.1% year-on-year) and social media penetration at 37% (an increase of 19% year-on-year).

This trend is not new, as media convergence sees consumers opting to access their news, information and entertainment online. At the same time, a significant power shift has occurred. The gatekeeper role of curated information, once held by traditional media, is starting to dissolve with ordinary citizens being able to share their opinions far and wide using social media.

Enter a whole new debate: fact versus fake news. A certain high-powered state leader on Twitter being a prominent case in point.

In South Africa, a strong Constitution has won global acclaim for its ability to balance rights and responsibilities. Our legislation and regulations take their tenor from this solid basis. The Films and Publications Amendment Act of 2019 (FPAA) is no different, recognising that no right can be absolute insofar as it holds the potential to infringe on a contrasting right.

In simple terms, as an example, the freedom of one citizen to express their opinions online has, in the past, come into direct conflict with the rights of fellow citizens when these opinions constitute hate speech. The right of a child to not be exposed prematurely to content of an adult nature comes up against uncontrolled posting of sexually explicit images on mobile applications.

The FPAA activates a system of consumer advisories, employed to provide the public with advance knowledge of the types of content they are likely to encounter in a film or game.

This balancing act between rights and responsibilities is by no means a simple equation, due in part to the diverse and nuanced nature of human existence. In recent weeks, a draft set of regulations developed to align with the Films and Publications Amendment Act of 2019 has been published for public and industry inputs, after the Amendment Act was assented to by the president in September 2019. The Amendment Act and the regulations, once finalised, will come into operation simultaneously.

So, in the wake of this new and improved legislation designed to protect us and our children, articles and social media posts proliferate that misrepresent its intention and its consumer protection elements, which go to the heart of the Film and Publications Amendment Act.

Fact or myth: The Films and Publications Amendment Act (FPAA) and draft regulations

The intent of the Act has always been to ensure that citizens of South Africa are protected from content in films, games and certain publications that could cause them moral, emotional or psychological harm. Precepts of the act, and the regulations that implement them, create that fine balancing act between the rights and responsibilities of citizens. The Amendment Act brings the law in line with advancements in digital technologies to protect against harmful content online.

Censorship versus classification

Often accused of being a law that seeks to censor, this misunderstanding stems from opponents not taking into consideration the mechanism by which content is mediated. It completely overlooks the fact that in a democratic South Africa we do not ban content, unless the content is unlawful and damages social cohesion in the country (i.e. hate speech, incitement of imminent violence, propaganda for war, child pornography, etc). This unlawful content is set out in the Constitution, to which the FPAA is aligned.

Instead, the FPAA activates a system of consumer advisories, employed to provide the public with advance knowledge of the types of content they are likely to encounter in a film or game. The content is not banned or censored unless it contains illegal content it is, rather, allocated a consumer advisory prior to distribution. This is a very important and fundamental distinction.

The process of the classification of content is informed by Classification Guidelines which are used to assign ratings and classifiable elements to every film and game prior to their distribution in the country. Using this consumer advisory as a guide, the public chooses what content they or their children expose themselves to. These Classification Guidelines are subjected to a substantive review and to public scrutiny every five years to ensure alignment to new laws and new child development theories, so that they correspond with social values and the best interest of citizens.

An age rating, for example, alerts a parent that the content might cause developmental, emotional or psychological harm to their children under that age. An SV element on the other hand warns survivors of sexual violence that the content may contain portrayals of sexual violence and might thus trigger their previous trauma. A P element assigned would warn about prejudicial themes against a certain religious, racial or interest group. This is a somewhat oversimplification, as the Classification Guidelines take into consideration the artistic or pedagogical intent of the creator and the impact of the format in which the content is distributed (e cinema or DVD).

Films and games, which are distributed by a person who conducts the business of such, are classified before legal distribution can take place. The FPAA allows the public to lay a complaint against, or object to, any publication (except for newspapers, magazines and broadcast content which is exempt regardless) such as a book or piece of art. This content is then assigned a classification retrospectively.

The FPAA affirms that commercial digital content, distributed on online platforms such as Over-The-Top (OTT) and Video on Demand (VOD) falls into the ambit of its pre-classification for legal distribution.

Commercial digital content vs social media

Another common misperception is that the FPAA seeks to control social media content. While the content shared on social media does potentially contain content that can cause harm, the FPAA does not in fact relate to social media generally. It does, however, make inroads into protecting the public from specific types of social media content that directly harms the dignity of a citizen. This content is referred to in the FPAA as revenge pornography and aims to provide recourse for survivors of cyber bullying perpetrated online, when intimate images are shared without the consent of the person depicted in the content.

The chicken-and-egg debate about South Africas high rate of violence vis--vis the type of content we consume illustrates the question of impact of content consumption on the population.

Prior to the FPAA being signed by the president, a distributor of physical content (i.e. cinema-style exhibitions, DVD or CD) needed to ensure that the content is assigned an age rating and element classification before it is distributed.

Mechanisms are now being put in place through the FPAA draft regulations to provide greater clarity and direction on how content that is distributed online for commercial gain is classified. This gives the public the option to consume content or not, based on the consumer advisory that is assigned to the online content.

This amendment to the law now places it beyond doubt that viewers of online commercial films and games will be protected through consumer advisories in the same way that they have been protected from content distributed through traditional methods previously. The onus is placed on the distributor of such online content to ensure that a classification rating is assigned and displayed when content is viewed.

Importantly, this excludes content that is not shared for commercial gain online and on social media platforms.

The nature of online distribution channels is vastly different from traditional distribution channels: the FPB is consulting stakeholders from the creative and distribution industry to simplify the process of classifying commercial online content. This includes the possibility for these online service providers to self-classify, based on the South African classification system, or apply for the accreditation of a recognised and aligned international classification system that industry has been trained to use.

After three weeks of interaction with industry in this regard, the majority of our creative sector has welcomed the robust and sincere dialogue with the FPB on the draft regulations to implement the FPAA in the interest of protecting the public while easing the administrative burden on distributors.

Better safe than sorry

These are some of the misunderstandings of the FPAA clarified.

Reflecting on other advancements in humanitys relentless quest for progress that have resulted in both positive and disastrous impacts on society, proactively trying to counter such negative effects makes good sense.

The chicken-and-egg debate about South Africas high rate of violence vis--vis the type of content we consume illustrates the question of impact of content consumption on the population.

Does our content reflect our social values and mores, or does immersing our children in such content ramp up the normalisation of violent actions? Equally, we see the devastation to personal dignity caused as a result of various forms of cyberbullying, such as revenge pornography, and in its most extreme form suicide.

Should we as a nation rather be safe than sorry? DM

Lynette Kamineth is the Communications and Public Education Manager at the Film and Publication Board, the content regulator and agency of the Department of Communications. She uses her expertise to highlight the work being done by the organisation to protect the children of South Africa from exposure to potentially harmful content.

Laurie Less is the Shared Services executive at the Film and Publication Board. She was previously the Executive Manager at Wits University Clear-AA, a specialist M&E centre and in various government agencies. In the development sector she worked as a senior programme manager for both Swedish SIDA and the Open Society Foundation of South Africa.

Pandelis Gregoriou is Manager of Legal and Regulatory Affairs at the Film and Publication Board. An attorney of the High Court of South Africa, he obtained a BA and LLB degrees from Wits University. He has worked at the South African Human Rights Commission as its Head of Legal Services, leading the execution of the protection mandate of the institution.

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Film and Publications Amendment Act: Protecting, not censoring, our citizens in the digital age - Daily Maverick

Chinas wrath on Hong Kong is causing artists to self-censor – Reclaim The Net

The new national security law by the Hong Kong government has been sending shock waves through artists living in the city, especially the ones that have covered the pro-democracy protests in some fashion.

The law, which has been enacted since June, is supposedly to punish terrorism, secessionism, or collusion with foreign forces. The punishment terms including a probability of a lifetime in prison have caused massive unrest among a huge number of artists across Hong Kong as they know its mostly being used to punish those who dont submit to Chinas wrath.

Fearing that they may potentially violate the law, many artists have started fleeing the country, leaving the city, or simply self-censoring themselves. Whats more, pro-democracy books have already been taken off the shelf everywhere and you can no longer find shops and retail outlets where imagery and decorations related to the protest are publicly displayed.

Ive chosen to leave. For the moment, I want to protect myself, said Lau Kwong Shing, an illustrator known for his fine-line drawings around the pro-democracy movement in Hong Kong. Shing is not the only artist to feel so. As a matter of fact, nearly 2,000 artists and cultural workers said to Reuters that they were experiencing a climate of fear and self-censorship due to the new law that was passed.

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Other artists, such as Him Lo, are strategically shifting their artworks to museums in Europe and elsewhere to ensure that they are preserved. Im worried artworks will be seized, said Lo. We also have artists such as Childe Abaddon who are climbing the ladder of success through their publications are now being apprehensive to release updates and newer editions.

Abaddons Voices contained a number of protest works submitted by anonymous contributors. It was lucky that we put out the book before. The book sold well, but we wont consider publishing any more, said Abaddon. Considering the current security laws and the gravity of the situations, artists across Hong Kong are backing down from creatively showcasing their viewpoints.

Hong Kongs government, however, says that the new law is put in place to respect and protect human rights. The legitimate rights of Hong Kong citizens to exercise their freedom of speech, such as making general remarks criticising government policies or officials, should not be compromised, said the Hong Kong government in a statement.

Nonetheless, artists have already started self-censoring themselves to ensure that they stay safe and do not get entrapped under the law and serve prison time. With mass surveillance of social platforms in the region, many artists think its only a matter of time until they get caught for dissent.

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Chinas wrath on Hong Kong is causing artists to self-censor - Reclaim The Net