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Is Gaming Actually Bad for Students?

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Is Gaming Actually Bad for Students?

Gaming has a bad reputation among non-gamers. However, why is it so? The history of gaming may be partly at fault here. As soon as video games entered our homes, they completely captivated children’s minds and attention. They grew obsessed with various games, which changed their lifestyles and habits. Such a change of heart disturbed parents and adults, forcing them to simply claim how games distract young people from studying, socializing, and healthy physical activity. Since then, gaming has been deemed a waste of time and not good for school or college kids, earning it a rather negative reputation.

However, decades and many, many games later, young people enjoy gaming more than ever. In fact, it is one of the fastest-growing and most profitable industries in the world, where students remain its biggest consumers. So, what does such a dynamic have to prove to us? Perhaps, there is something about gaming that non-gamers simply don’t understand. Is gaming such bad news for students? Or, perhaps, it can be beneficial, and young gamers actually know what they are doing. Let’s see how gaming can impact students’ lives and school performance.

Gaming as a stress reliever

Non-gamers always argue about how gaming can make young people more aggressive, stressed, or anxious. Saying that games are too violent or scary to play and make kids experience the negative consequences in real life. Well, the truth is quite different. It has been proven again and again that gaming doesn’t make people more aggressive or angry. In fact, video games help kids to relax. Indeed, gaming can be quite a stress reliever for young people.

After all, college can be very stressful and intense. Students feel pressured and worried. These negative emotions often get bottled up with no visible escape in real life. Gaming can help students release those bad emotions through playing. They get to experience a range of feelings that can be almost therapeutic in a way. Hence, a few hours of gaming a week can help young people cope with their emotions and improve their mental health.

Gaming for building skills

It may be surprising to learn, but gaming actually has a lot to teach young people. Truly, most computer games come with numerous lessons that college kids must learn to complete games and grow in their gaming craft. For example, one of such lessons can be problem-solving skills. In games, players have to deal with endless challenges to move on further in the plot. Thus, they also have to apply logic, analytical skills, critical thinking, and more. All those skills are essential not only in gaming but in academia.

So, gamers polish such valuable skills while playing to apply them in college later. These lessons help students approach their school challenges with confidence. Of course, computer games cannot teach young people all the lessons and skills they need for school. Fortunately, in such a case, they often turn to paper writing help on writepaperfor.me. There they can find professional solutions and assistance.

Still, games can be a great way for students to build and practice those skills. Plus, gaming also teaches young people determination. They barely have any choice but to learn and progress to move further in the game.

When gaming goes wrong

We can see that gaming, overall, can be rather beneficial to young minds. However, there are certain limits to such advantages. As we all know, everything is healthy in moderation. When gaming turns from a habit into an addiction, students start having problems. Gaming addiction is as serious as any other. Such obsession with digital worlds can affect one’s lifestyle, physical and mental health, and, of course, school performance.

Sure, not all students reach such a point in their love of gaming. However, those who do require help. It is hard to acknowledge and get over an addiction without external help and internal motivation. Here are some signs when gaming goes wrong:

  • Constant thinking about gaming;
  • feeling the need to play every day;
  • prioritizing gaming, oversleeping, school, personal relationships, etc.; 
  • inability to quit;
  • having no interest or desire to do other things than gaming;
  • dropping in school performance.

These are some of the most obvious signs that you or someone you know needs help overcoming their gaming addiction. However, such a condition is rather an exception than a rule, and it often takes other factors, like mental health issues, to fall into the given addiction. Hence, it is worth going to the roots of the problem, seeing gaming as just one of the symptoms.

Bottom line

Gaming doesn’t have to be bad for students. It is all about how they approach it and how much time they dedicate to gaming each week. As long as gaming doesn’t interfere with their personal lives and studying, gaming can be a positive thing for their mental health and even school performance. Games can be a fun platform to build valuable skills and learn relatable life lessons.

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Gaming Corps goes live with OLG iCasino in Ontario

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Gaming Corps has launched its casino game portfolio with Ontario Lottery and Gaming Corporation (OLG) in Ontario, bringing a selection of the Swedish studio’s titles to OLG’s digital casino audience.

The rollout includes football-themed games timed to the summer football calendar. Titles going live with OLG include Goals to Glory: Football Fever, Penalty Champion: Goals to Glory, and Goals to Glory: Instant Blitz, part of Gaming Corps’ Instant Blitz series.

OLG is a provincial crown agency that has operated in Ontario since 1975, with responsibilities spanning land-based gaming facilities, province-wide lottery games, internet gaming, bingo, and electronic gaming products at Charitable Gaming Centres.

Graham Greensmith, Chief Commercial Officer at Gaming Corps, said: “Launching with OLG gives Gaming Corps outstanding visibility in one of the most exciting regulated markets in North America. The timing could not be better. As global football moves into focus, we are bringing OLG a fantastic line-up that speaks directly to the moment, while also introducing some of our most recognisable titles, mechanics and characters.”

Ian Shelswell, Director, iCasino Product, Partnerships & Development at OLG, added: “OLG is always looking to bring high-quality content to our players, and Gaming Corps’ portfolio adds further variety to our iCasino offering at an exciting time in the sporting calendar. The combination of football-themed releases, instant win content, recognisable slot franchises and engaging game mechanics makes this a strong addition to our casino catalogue. We are pleased to welcome Gaming Corps to OLG and look forward to developing the partnership.”

The post Gaming Corps goes live with OLG iCasino in Ontario appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Alex Cuoci

Wealthsimple and Kalshi Partner to Bring Prediction Markets to Canada

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Wealthsimple announced the release of Wealthsimple Predict, providing retail investors the ability to trade event contracts on Kalshi. The standalone application is scheduled to launch this summer. Through the app, users will have access to approximately 4000 Kalshi event-based contracts in categories Wealthsimple is authorized to offer in the Canadian market, specifically climate, financial markets, and economic indicators.

“Prediction markets are the fastest-growing segment of global financial markets, letting traders turn an opinion into a position on the factors that shape our world – where inflation is headed, what happens to rates, or how the year unfolds. Until now, Canadians have had limited access. Wealthsimple Predict gives Canadians a clean, well-designed way to access these markets, with education and guardrails built in from day one,” said Brett Huneycutt, co-founder and Chief Product Officer, Wealthsimple.

“Kalshi was founded on a simple belief: views on the future should have markets, and those markets should be available to everyone. That’s why we’re partnering with Wealthsimple, Canada’s leading financial innovator – to give everyday investors in Canada access to fair, secure, and regulated prediction markets,” said Alex Cuoci, Kalshi.

In March, the Canadian Investment Regulatory Organization (CIRO) authorized Wealthsimple to offer event and forecast contract trading, also known as prediction markets. These contracts are regulated as futures contracts (derivatives). The approval covers contracts with a 30-day settlement period or longer, within the categories of economic indicators, financial markets, and climate. Wealthsimple is the second investment dealer to receive regulatory approval from CIRO for prediction markets.

To access trading through Wealthsimple Predict, new clients must complete a standard Know Your Client (KYC) process. Education is built into every stage of the experience, including a guided orientation of a client’s first trade. The app also shows users key disclosures and definitions, including trading risk reminders, contract resolution information, notices that positions can be sold at any time, and liquidity risk warnings on lower-activity markets. Wealthsimple Predict will only be available to Canadian residents.

Kalshi is authorized to operate in the US as an event contracts exchange, with federal authority from the Commodity Futures Trading Commission (CFTC), the regulatory authority for the U.S. derivatives market. Prediction markets follow the same regulatory framework applied to other financial assets traded in the US, such as equities, bonds, and traditional derivatives, with clear rules for price formation, settlement, and governance.

The post Wealthsimple and Kalshi Partner to Bring Prediction Markets to Canada appeared first on Americas iGaming & Sports Betting News.

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MediaTroopers lines up eight operator partners ahead of Alberta launch

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MediaTroopers said it is preparing to launch in Alberta’s regulated gaming market on July 13, as Canada’s next regulated commercial gaming market opens.

The digital marketing and customer acquisition firm said it plans to enter Alberta alongside eight “premium operator” clients, which it said are also preparing for their own market entries. MediaTroopers did not name the operators.

The company said its Alberta offering will mirror its work in Ontario, including localized acquisition strategies, compliance-focused marketing, regional player education, and market-tailored performance campaigns.

MediaTroopers also said it has seen “strong interest” from Alberta players through pre-registration activity, without providing figures.

“Alberta represents an exciting next step for regulated iGaming in Canada, and Media Troopers is ready to support operators from day one,” said Shmulik Segal, CEO of Media Troopers. “Our experience in Ontario has given us a strong understanding of what it takes to enter a new Canadian market successfully, from compliance and localization to scalable player acquisition. With eight of our premium clients already preparing for launch and early pre-registration traction underway, we see Alberta as a market with tremendous potential.”

The post MediaTroopers lines up eight operator partners ahead of Alberta launch appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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