Video gaming has become one of Europe’s most prominent entertainment industries, surpassing a niche hobby, with over half the population regularly engaging in it.
As the sector grows, the EU lawmakers are increasingly worried about addictive game design and manipulative features that push players to spend more time and money online.
Much of the concern focuses on loot boxes, where players pay for random digital rewards that resemble gambling mechanics. Studies and parliamentary reports warn that children may be particularly vulnerable, with some lawmakers calling for outright bans on paid loot boxes and premium in-game currencies.
The European Commission is examining how far design choices contribute to digital addiction and whether games are exploiting behavioural weaknesses rather than offering fair entertainment.
Officials say the risk is higher for minors, who may not fully understand how engagement-driven systems are engineered.
The upcoming Digital Fairness Act aims to strengthen consumer protection across online services, rather than leaving families to navigate the risks alone. However, as negotiations continue, the debate over how tightly gaming should be regulated is only just beginning.
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AI-powered tools are adding new features to long-running Santa Tracker services used by families on Christmas Eve. Platforms run by NORAD and Google allow users to follow Father Christmas’s journey through their Santa Tracker tools, which also introduce interactive and personalised digital experiences.
NORAD’s Santa Tracker, first launched in 1955, now features games, videos, music, and stories in addition to its live tracking map. This year, the service introduced AI-powered features that generate elf-style avatars, create toy ideas, and produce personalised holiday stories for families.
The Santa Tracker presents Santa’s journey on a 3D globe built using open-source mapping technology and satellite imagery. Users can also watch short videos on Santa Cam, featuring Santa travelling to destinations around the world.
Google’s rendition offers similar features, including a live map, estimated arrival times, and interactive activities available throughout December. Santa’s Village includes games, animations, and beginner-friendly coding activities designed for children.
Google Assistant introduces a voice-based experience to its service, enabling users to ask about Santa’s location or receive updates from the North Pole. Both platforms aim to blend tradition with digital tools to create a seamless and engaging holiday experience.
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AI chatbots modelled on Jesus are becoming increasingly popular over Christmas, offering companionship or faith guidance to people who may feel emotionally vulnerable during the holidays.
Experts warn that such tools could gradually reshape religious belief and practice. Training data is controlled by a handful of technology firms, which means AI systems may produce homogenised and biased interpretations instead of reflecting the diversity of real-world faith communities.
Users who are young or unfamiliar with AI may also struggle to judge the accuracy or intent behind the answers they receive.
Researchers say AI chatbots are currently used as a supplement rather than a replacement for religious teaching.
However, concern remains that people may begin to rely on AI for spiritual reassurance during sensitive moments. Scholars recommend limiting use over the holidays and prioritising conversations with family, friends or trusted religious leaders instead of seeking emotional comfort from a chatbot.
Experts also urge users to reflect carefully on who designs these systems and why. Fact-checking answers and grounding faith in recognised sources may help reduce the risk of distortion as AI plays a growing role in people’s daily lives.
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A significant debate has erupted in South Korea after the National Assembly passed new legislation aimed at tackling so-called fake news.
The revised Information and Communications Network Act bans the circulation of false or fabricated information online. It allows courts to impose punitive damages up to five times the losses suffered when media outlets or YouTubers intentionally spread disinformation for unjust profit.
Journalists, unions and academics warn that the law could undermine freedom of expression and weaken journalism’s watchdog function instead of strengthening public trust.
Critics argue that ambiguity over who decides what constitutes fake news could shift judgement away from the courts and toward regulators or platforms, encouraging self-censorship and increasing the risk of abusive lawsuits by influential figures.
Experts also highlight the lack of strong safeguards in South Korea against malicious litigation compared with the US, where plaintiffs must prove fault by journalists.
The controversy reflects more profound public scepticism about South Korean media and long-standing reporting practices that sometimes rely on relaying statements without sufficient verification, suggesting that structural reform may be needed instead of rapid, punitive legislation.
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Mandatory facial verification will be introduced in South Korea for anyone opening a new mobile phone account, as authorities try to limit identity fraud.
Officials said criminals have been using stolen personal details to set up phone numbers that later support scams such as voice phishing instead of legitimate services.
Major mobile carriers, including LG Uplus, Korea Telecom and SK Telecom, will validate users by matching their faces against biometric data stored in the PASS digital identity app.
Such a requirement expands the country’s identity checks rather than replacing them outright, and is intended to make it harder for fraud rings to exploit stolen data at scale.
The measure follows a difficult year for data security in South Korea, marked by cyber incidents affecting more than half the population.
SK Telecom reported a breach involving all 23 million of its customers and now faces more than $1.5 billion in penalties and compensation.
Regulators also revealed that mobile virtual network operators were linked to 92% of counterfeit phones uncovered in 2024, strengthening the government’s case for tougher identity controls.
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Splat is a new mobile app from the team behind Retro that uses generative AI to transform personal photos into colouring pages designed for children. The app targets parents seeking creative activities, free from advertising clutter and pay-per-page websites.
Users can upload images from their camera roll or select from curated educational categories, then apply styles such as cartoon, anime or comic.
Parents guide the initial setup through simple preferences instead of a lengthy account creation process, while children can colour either on-screen or on printed pages.
Splat operates on a subscription basis, offering weekly or annual plans that limit the number of generated pages. Access to payments and settings is restricted behind parental verification, helping prevent accidental purchases by younger users.
The app reflects a broader trend in applying generative AI to child-friendly creativity tools. By focusing on ease of use and offline activities, Splat positions itself as an alternative to screen-heavy entertainment while encouraging imaginative play.
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The European Commission has proposed extending the Interim Regulation that allows online service providers to voluntarily detect and report child sexual abuse instead of facing a legal gap once the current rules expire.
These measures would preserve existing safeguards while negotiations on permanent legislation continue.
The Interim Regulation enables providers of certain communication services to identify and remove child sexual abuse material under a temporary exemption from e-Privacy rules.
Without an extension beyond April 2026, voluntary detection would have to stop, making it easier for offenders to share illegal material and groom children online.
According to the Commission, proactive reporting by platforms has played a critical role for more than fifteen years in identifying abuse and supporting criminal investigations. Extending the interim framework until April 2028 is intended to maintain these protections until long-term EU rules are agreed.
The proposal now moves to the European Parliament and the Council, with the Commission urging swift agreement to ensure continued protection for children across the Union.
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Google’s new study, The Future Report, surveyed over 7,000 teenagers across Europe about their use of digital technologies. Most respondents describe themselves as curious, critical, and optimistic about AI in their daily lives.
Many teens use AI daily or several times a week for learning, creativity, and exploring new topics. They report benefits such as instant feedback and more engaging learning while remaining cautious about over-reliance.
Young people value personalised content recommendations and algorithmic suggestions, but emphasise verifying information and avoiding bias. They adopt strategies to verify sources and ensure the trustworthiness of online content.
The report emphasises the importance of digital literacy, safety, balanced technology use, and youth engagement in shaping the digital future. Participants request guidance from educators and transparent AI design to promote the responsible and ethical use of AI.
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Roblox has signalled willingness to comply with Russian law, opening the possibility of the platform being unblocked in Russia following earlier access restrictions.
Roskomnadzor stated that cooperation could resume if Roblox demonstrates concrete steps instead of declarations towards meeting domestic legal requirements.
The regulator said Roblox acknowledged shortcomings in moderating game content and ensuring the safety of user chats, particularly involving minors.
Russian authorities stressed that compliance would require systematic measures to remove harmful material and prevent criminal communication rather than partial adjustments.
Access to Roblox was restricted in early December after officials cited the spread of content linked to extremist and terrorist activity.
Roskomnadzor indicated that continued engagement and demonstrable compliance could allow the platform to restore operations under the regulatory oversight of Russia.
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Digital identity has long focused on proving that the same person returns each time they log in. The function still matters, yet online representation increasingly happens through faces, voices and mannerisms embedded in media rather than credentials alone.
As synthetic media becomes easier to generate and remix, identity shifts from an access problem to a problem of media authenticity.
The ‘Own Your Face’ proposal by Denmark reflects the shift by treating personal likeness as something that should be controllable in the same way accounts are controlled.
Digital systems already verify who is requesting access, yet lack a trusted middle layer to manage what is being shown when media claims to represent a real person. The proxy model illustrates how an intermediary layer can bring structure, consistency and trust to otherwise unmanageable flows.
Efforts around content provenance point toward a practical path forward. By attaching machine-verifiable history to media at creation and preserving it as content moves, identity extends beyond login to representation.
Broad adoption would not eliminate deception, yet it would raise the baseline of trust by replacing visual guesswork with evidence, helping digital identity evolve for an era shaped by synthetic media.
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