Asia
MPL launches #SaveOurMissingGirls campaign, teams up with Missing Link Trust for Role Play Game to spread awareness on human trafficking

MPL, one of the world’s largest mobile and skill gaming platforms, jointly with Missing Link Trust, has launched a campaign called #SaveOurMissingGirls to spread awareness on human trafficking. Announced on the eve of United Nations’ World Day against Trafficking in persons, the campaign aims to spread awareness on the dark world of human trafficking through a Role Play Game.
As a part of this week-long campaign starting on 30th July, MPL has invited people to take a pledge by giving a missed call to the number 9099306000 and show their support towards ending this menace that impacts millions of lives every year.
Human trafficking is the second largest organised crime in the world and the numbers are alarmingly increasing across the world and in India. Nearly 1827 women are trafficked every hour on an average in India resulting in almost 16 million women victims of sex trafficking every year, according to a Dasra report. 40% of these victims are adolescents and children.
The UN’s theme this year for World Day Against Human Trafficking is ‘use and abuse of technology’ in human trafficking, and MPL has chosen gamification as the technology-led path to sensitize the general public and potential victims about human traffcking and ways to prevent it.
Missing, developed by Missing Link Trust, an NGO which combines art and technology to create mass awareness around sex trafficking, was onboarded on MPL recently. The interactive game, wherein the gamer assumes the role of trafficked girl in India, is designed to allow players to experience what a missing person goes through when she is trafficked into the inhumane and cruel world of prostitution, a world into which millions of girls are lost every year. Gamers have to make smart choices at each step of the game to be able to get out of the trap set by traffickers.
Commenting on the campaign, Namratha Swamy, Country Head for India at MPL, said: “Technology has a big role to play in prevention of human trafficking and we believe online gaming can be an interesting way to sensitize people and raise awareness about eradicating human trafficking. One of the key objectives of the #SaveOurMissingGirls campaign is using games to make more people alert. We have received an overwhelming response from MPL’s users on Missing ever since its launch on our platform.”
“The Missing game comes under the genre of ‘Games for Change’ by tackling the first ‘P for Prevention’ of the United Nation’s four Ps against trafficking. We think this campaign along with our collaboration with the MPL platform, with a strong 90 million, will be a game-changer in ensuring a wide reach for the game and making millions of people aware of the menace,” said Leena Kejriwal, Founder, Missing Link Trust.
Several celebrities and influencers such as Durjoy Datta, Ravinder Singh and Trendulkar have extended their support to the campaign by joining the conversation on social media. NGOs like CyberPeace Foundation, Impulse and Digital Empowerment Foundation among others, also supported the initiative to show their solidarity towards the cause.
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Asia
DigiPlus Bags 7 Wins at the 2025 Asia-Pacific Stevie Awards

DigiPlus Interactive Corp. (DigiPlus) has won seven honours – including five coveted gold awards – at the 2025 Asia-Pacific Stevie Awards. This milestone places DigiPlus among the most awarded companies in the region this year, spotlighting its strategic growth and transformative impact across digital entertainment, social development and investor relations.
The Asia-Pacific Stevie Awards are the only business awards Programme that recognises innovation across all 29 markets in the region. Widely regarded as the world’s premier business awards, the Stevie Awards represent a prestigious recognition of business excellence.
DigiPlus bagged five Gold Stevies for ‘Innovative Achievement in Growth’, ‘Innovation in Investor Relations’, ‘Excellence in Social Impact Companies’, ‘Innovation in Annual Reports’ and ‘Innovation in Corporate Websites’. The company also clinched Silver and Bronze Stevies for ‘Achievement in Product Innovation’ and ‘Innovation in Brand Renovation’ respectively.
At the core of these wins is DigiPlus’ commitment to innovation and digital transformation. From redefining the player experience through localised and immersive content, to launching a refreshed brand identity that resonates with a more connected and tech-savvy user base, DigiPlus has embraced a future-forward mindset. The company’s calculated investments in big data, cutting-edge technologies and stakeholder engagement have not only fueled business growth, but also opened inclusive pathways to digital participation through its social development arm, BingoPlus Foundation.
“This momentous victory at the Asia-Pacific Stevie Awards affirms DigiPlus’ emergence as a true powerhouse of innovation and progress, reshaping industry boundaries and redefining digital consumer engagement on a global scale. Through consistent growth and business performance, DigiPlus reaffirms its unwavering commitment to creating long-term value,” said DigiPlus Chairman Eusebio Tanco.
Winning entries in the Asia-Pacific Stevie Awards undergo a rigorous, multi-layered evaluation by an esteemed panel of judges composed of business and industry leaders across the region.
“The 12th Asia-Pacific Stevie Awards received an impressive array of outstanding entries. This year’s winners have clearly shown their dedication to innovation, and we commend their resilience and imaginative efforts,” said Maggie Miller, President of the Stevie Awards.
The post DigiPlus Bags 7 Wins at the 2025 Asia-Pacific Stevie Awards appeared first on European Gaming Industry News.
Asia
Grand Korea Leisure Partners with Robotis

Grand Korea Leisure (GKL), a quasi-public firm operating Seven Luck casinos for foreign nationals in Korea, has entered into a partnership with autonomous robot specialist Robotis to introduce artificial intelligence (AI)-powered self-driving robots customised for casino operations.
Under the agreement, the two companies plan to establish joint business models and service systems using autonomous robots and deploy the self-driving robots for transporting gaming chips and cards across three Seven Luck casino facilities.
They will also participate in a large-scale convergence robot demonstration project by the Ministry of Trade, Industry and Energy.
The latest achievement came as part of GKL’s efforts to digitize casino operations.
The two firms began a six-month pilot Programme in September 2024 at Seven Luck Casino at Seoul Dragon City hotel to collect autonomous driving data and jointly develop software tailored to casino environments.
“GKL is accelerating its transition to smart casinos in line with the government’s drive to realize the so-called ‘digital platform government’. By adopting AI-powered self-driving robots, we aim to provide a new and differentiated customer experience,” GKL CEO Yoon Doo-hyun said.
The digital platform government initiative — pushed by the Yoon Suk Yeol administration — aims to resolve diverse social problems and add value using the latest digital technologies.
In August 2023, GKL developed a mobile service platform, the SevenLuck+, for foreign tourists’ easier access to the casino.
The service is the first of its kind developed by a Korean firm. Those who use the app do not have to bring traditional membership cards. It also provides push notifications for new events and promotions for the casino.
The service is powered by a blockchain-based decentralized identity technology, offering various services, such as e-wallet and entry authentication.
The post Grand Korea Leisure Partners with Robotis appeared first on European Gaming Industry News.
Asia
Karnataka Govt to Introduce New Law to Regulate Online Betting and Gaming

The Karnataka government has announced that it will introduce a new law to regulate online betting and gaming.
Home Minister G Parameshwara said a committee of senior officials and industry representatives has been constituted and it has been given a month’s time to submit a draft of the proposed bill.
“I chaired a meeting regarding online betting and gambling yesterday along with the IT Minister. Representatives from the industry were called. There is nothing to regulate them so far. They have agreed to the introduction of a licence system and a regulation as per law,” he said.
The state government held a high-level meeting to discuss a legal framework for regulating online gaming.
IT-BT Minister Priyank Kharge said that the intent of the legislation is to curb online gambling, betting and games of chance, and protect consumers from fraud while supporting innovation and the sustainable growth of the skill-based gaming industry.
Karnataka is set to introduce a legal framework to ban gambling while permitting skill-based games following a model similar to that of Chhattisgarh.
Kharge said he held a detailed meeting with the state home minister, senior government officials, members of online gaming federations, and industry experts to discuss the proposed framework.
“The legitimate online skill-based gaming industry in India is a sunrise sector worth USD 4 billion, contributing Rs 12,000 crore in taxes and creating over 1.5 lakh jobs. Karnataka alone accounts for 25 percent of the market and contributes Rs 1350 crore annually in taxes, making it a key hub,” he said.
The minister also raised concerns over the growing underground market of offshore gambling and illegal betting.
“Alongside the legitimate sector, there is a parallel underground market that is expanding rapidly, posing risks such as predatory money collection practices, dubious shell companies, financial fraud, data breaches, and cybercrimes,” he said.
Kharge also held discussions with representatives of the E-Gaming Federation (EGF), the All India Gaming Federation (AIGF) and the Federation of Indian Fantasy Sports (FIFS) regarding their collaborative “Code of Ethics” for the industry.
The post Karnataka Govt to Introduce New Law to Regulate Online Betting and Gaming appeared first on European Gaming Industry News.
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