Games Industry
A ~$197B games market where mobile maturity, tightening gacha/loot-box rules, shifting store-fee economics and generative AI move at once. Regions diverge sharply: JP is high-ARPU gacha culture (Monster Strike) plus first-mover AI NPCs (Square Enix 'Chatty Slimey'); the US is store antitrust plus EA's $55B take-private and a Switch 2 / GTA VI super-cycle; India bans RMG yet grants esports national status with Krafton's $200M bet; Australia is a lean-studio base on the federal DGTO 30% + QLD 15% stack and the MASS Collingwood hub — directly shaping MIXI's Digital Entertainment core as it pivots from Monster Strike toward sports and overseas.
So What? (Implications for MIXI)
- ACTION
Accelerate diversification away from Monster Strike dependence
Q3 FY2026 grew on consolidated sports yet EBITDA fell 12.2%, making Digital Entertainment's maturity clear,[14][17] while Chinese gacha (HoYoverse) erodes MIXI's home core directly.[33] MIXI should front-load capital into PointsBet/TIPSTAR and new IP to deliberately reduce its revenue concentration in Monster Strike.
- BET
Incorporate Australia as an AI-lean, foreign-currency studio HQ
The federal DGTO 30% + QLD 15% (up to 45% combined, ~75% with R&D deductions),[18][19] the VicScreen MASS hub ($2M) and Screen Australia's new round,[22] and AU's 87%-export structure[20] align directly with MIXI's overseas + AI-lean strategy. Since foreign companies qualify for DGTO via an Australian Pty Ltd, MIXI should run the cost-benefit on a Melbourne/Brisbane base now.
- WATCH
Treat India as a two-speed market
RMG is fully banned and even advertising is illegal,[4] yet non-RMG mobile is growing — a ~$5.9B market with BGMI paying users up +27%[42][35] — and esports now has national status with Krafton committing $200M.[45][43] A Monster Strike variant for India should strip out any real-money or stake-based mechanic, legally vet the ad-ban scope, and lead with an esports/IP angle.[3]
- BET
Make gacha compliance a designed-in competitive moat
Australia's min M/R18+ plus app-store age checks,[7][28] the EU Digital Fairness Act and new PEGI ratings (loot boxes = PEGI 16),[11][34] the US FTC's HoYoverse gacha/COPPA penalty,[41] and Japan's odds-disclosure self-regulation[15] advance in parallel. Building odds disclosure, real-currency display, spend caps / minor protection and age-verification APIs into live-ops ahead of time can future-proof gacha IP through the tightening cycle.
- ACTION
- WATCH
Use generative AI for cost, but manage disclosure & sentiment risk
AI is a real cost lever — Square Enix's 'Chatty Slimey' leads AI-NPC commercialization and Monster Strike's AI companion is progressing[29][3] — but sentiment is worsening (52% negative at GDC 2026) and Capcom refuses AI assets in game content.[9][30] MIXI should formalize internal-tool use and a disclosure stance (Steam etc.) to pre-empt reputational risk.
- WATCH
Prepare for US consolidation and compliance on two fronts
EA's $55B take-private (largest LBO ever) and Microsoft's rise to #3 reshape US competition and M&A,[38][39] while the FTC's $20M HoYoverse gacha/COPPA penalty and state-level app-store age checks (e.g. Texas from Jan 2026) raise legal costs for US gacha operations.[41][40] For any US push MIXI should bake odds/exchange-rate disclosure, minor protection and state age-verification into design, and capture the +20% subscription tailwind via direct-billing/recurring models.[2]
Top risks & opportunities
-
India RMG ban & constitutional limbo chill market entry
L 🇮🇳 Likelihood Impact -
Global tightening of gacha/loot-box rules (AU, EU, PEGI)
L 🇦🇺 Likelihood Impact -
Monster Strike maturity & Chinese-gacha share erode Digital Entertainment
E 🇯🇵 Likelihood Impact -
Build a lean-studio base on AU DGTO 30% + QLD 15% stack & MASS hub
E 🇦🇺 Likelihood Impact -
AU app-store age verification (Sep 2026) raises R18+ distribution cost
L 🇦🇺 Likelihood Impact -
FTC loot-box/COPPA enforcement & state age checks raise US gacha legal cost
L 🇺🇸 Likelihood Impact -
US mega-consolidation (EA take-private) reshapes competition & M&A
E 🇺🇸 Likelihood Impact -
A Monster Strike India variant into the non-RMG mobile market
E 🇮🇳 Likelihood Impact -
India esports national status & Krafton's $200M open a non-RMG entry window
E 🇮🇳 Likelihood Impact -
Generative AI compresses cost & enables AI-NPC live-ops
T 🇯🇵 Likelihood Impact -
Single-client dependency risk in AU studios (PlaySide–Meta)
E 🇦🇺 Likelihood Impact -
China ISBN gate constrains any China launch
P 🌐 Likelihood Impact -
Souring AI sentiment & disclosure norms raise reputational risk
S 🌐 Likelihood Impact -
US external-payment opening lets publishers reclaim store-fee margin
E 🇺🇸 Likelihood Impact -
US subscription spend +20% widens recurring/direct-billing IP opportunities
E 🇺🇸 Likelihood Impact
PESTLE analysis
P Political
China's ISBN approval gate, India's full RMG ban paired with esports national status and home-production support, US antitrust and state-level rules, Australia's DGTO-led industrial attraction policy, and Japan's Cool Japan / IP360 export push mean national policy now directly governs monetization, market access and where studios locate.
- China's NPPA (ISBN) approval remains the access gate: ~1,275 titles approved in Jan–Sep 2025 (+23% YoY), on track for 1,600+ for the year — a more open stance, yet no license still means no monetization in China.[6]
- 🇮🇳 India's Promotion and Regulation of Online Gaming Act 2025 (Aug 22, 2025) fully bans real-money games, citing addiction, money laundering, terror financing and national security; offenses are cognizable and non-bailable.[4]
- 🇮🇳 India's government bans RMG but actively backs esports and home-grown production: the Ministry of Information & Broadcasting committed ₹500 crore (~$60M) to regional studios building titles around festivals, mythology and Bollywood IP, and esports won official national recognition as a sport under the Sports Ministry — a policy of growing a legitimate sector decoupled from gambling.[45]
- 🇺🇸 US antitrust pressure on the Apple and Google stores persists as policy: Epic v. Apple heads to the Supreme Court again in 2026, keeping platform external-payment policy in flux.[8]
- 🇦🇺 Australia uses industrial policy to attract studios: the federal Digital Games Tax Offset (DGTO) refunds 30% of qualifying Australian development spend (capped at AU$20M/yr) and stacks with Queensland's 15% Digital Games Incentive for up to 45% combined (up to ~75% with R&D deductions). Screen Queensland reports state games FTEs grew 4x+ (665) since the incentive launched.[18][19]
- 🇦🇺 Non-dilutive public funding is layering up: VicScreen backs the MASS coworking hub ($2M, Collingwood) plus prototype/production grants, Screen Australia allocated AU$1.4M+ to 26 projects in 2025-26 and opened a new round on 25 Jun 2026, and SAFC's Digital Games Fund (AU$500K) funded 11 projects — making AU incorporation the most institutionally supported lean-studio base in APAC.[22][20]
- 🇯🇵 Japan's 2025 New Cool Japan Strategy names games and anime core industries with a national target of ¥20T overseas content revenue by 2033; METI's IP360 grants give indie developers up to ¥10M (~$62K), with ¥3.5B added in the 2026 supplementary budget. Export promotion is the policy core.[31][32]
E Economic
A ~$197B global market with mobile the largest at $108B; the US a record-adjacent $60.7B amid consolidation (EA's $55B take-private) and subscription growth; Australia a record AU$608.5M in FY25 (87% export); India growing to ~$5.9B despite the RMG ban. MIXI banks Monster Strike's ~$11.4B lifetime gross even as Digital Entertainment matures and it diversifies into sports and overseas.
- The 2025 global games market reached ~$197B (+7.5% YoY): mobile $108B, console $45B, PC $43B — mobile remains the largest segment.[1]
- 🇺🇸 The US is the largest single market: 2025 consumer spend hit $60.7B (second-highest on record, +1.4% YoY), with mobile the biggest spending category and subscription spend up 20% leading growth.[2]
- 🇺🇸 The US is seeing record-scale consolidation: in Sep 2025 EA agreed to a ~$55B take-private by Saudi PIF, Silver Lake and Affinity Partners ($210/share, 25% premium) — the largest LBO in history, expected to close Q2 2026; US lawmakers asked the FTC to review it over foreign-data national-security concerns.[38]
- Consolidation and layoffs continued, with 9,000+ jobs cut in 2025 (Microsoft the largest) — profit discipline and portfolio focus are now the operating baseline.[12]
- 🇦🇺 Australia's game-dev industry posted a record AU$608.5M in FY25 (IGEA's 10th survey, 141 respondents), with 87% of revenue exported via overseas digital storefronts — a foreign-currency model that pays salaries in AUD and earns in USD/EUR.[20]
- 🇦🇺 Australia's largest listed studio PlaySide (ASX:PLY) swung to a H1 FY26 profit on MOUSE: P.I. For Hire (730K copies), but on 1 Jun 2026 Meta said it would terminate Horizon Worlds outsourcing on 31 Jul — a ~AU$4M FY27 revenue hit and a 19% share drop. Gameloft Brisbane (55→217 staff via DGTO) and Halfbrick (Fruit Ninja, Bluey's Quest) prove the export model, but the shift from single-client dependence to owned-IP revenue is now a survival strategy.[21][23]
- 🇮🇳 Foreign capital is flowing into non-RMG, IP and esports despite the ban: Krafton (owner of BGMI) will invest ~$200M (₹1,800 crore) in India over 3–4 years — 50% to acquisitions, 30% to esports, 20% to new IP — positioning Bangalore as a global development base; Lumikai puts the gamer base at ~555M.[43][5]
S Social
Japan's gacha culture stays high-ARPU but Chinese gacha (HoYoverse) tops the charts; India's base shrank after the RMG ban with offshore leakage even as esports and social games absorb demand; 82% of Australians play, with a dense indie culture (AGDAs, PAX Aus); globally, sentiment toward generative AI is souring.
- 🇯🇵 Gacha culture is deeply embedded in Japan, with mobile in-app spend around ¥1.7T/year and gacha RPGs the most profitable genre — sustained by a high-ARPU core of paying players.[13]
- 🇯🇵 Chinese gacha is eating share in Japan: HoYoverse's Zenless Zone Zero grossed ~$442M in its first year on mobile, with Japan reportedly among its largest markets alongside China, and Genshin's Japan revenue share is among the world's highest — meaning MIXI now faces overseas studios competing directly for its home core audience.[33]
- 🇮🇳 India's gamer base shrank ~9% from 609M to 555M after the RMG ban, with an estimated 1 in 3 RMG players migrating to offshore platforms that offer no consumer protection.[5]
- 🇦🇺 Melbourne anchors the industry: PAX Aus (85,000+ in 2025) and Melbourne International Games Week, the GCAP pro conference (20th edition in 2026) and Play Now Melbourne form an annual hub for networking, hiring and investment — with the MASS coworking hub as a physical anchor.[27]
- Developer sentiment toward generative AI is worsening: in the GDC 2026 survey 52% see it as harmful to the industry (up from 30% in 2025), raising reputational risk for AI-assisted titles.[9]
T Technological
Generative AI now sits in ~90% of dev workflows, compressing cost and time; in Japan Square Enix shipped an AI NPC ('Chatty Slimey') and MIXI is adding AI companions to Monster Strike; Australia leans on AI-light/lean production (PlaySide) and the MASS hub. Switch 2 and GTA VI set up a hardware super-cycle.
- Generative AI is in ~90% of dev workflows (Google Cloud survey); on Steam 7,000+ titles disclosed AI use in 2025 and ~1/3 of 2026 releases are expected to carry disclosures.[9]
- 🇯🇵 MIXI is developing and rolling out AI-companion features in Monster Strike to improve UX and retention — a concrete case of live-ops x AI applied to first-party IP.[3]
- 🇯🇵 In Mar 2026 Square Enix shipped 'Chatty Slimey', a Google Gemini-powered AI NPC in Dragon Quest X Online with situational awareness and voice dialog — the first commercial AI character integration by a JP AAA studio. Capcom, by contrast, says it 'will not implement AI-generated assets into game content,' limiting AI to internal workflow efficiency — a bifurcated AI stance now coexists in JP AAA.[29][30]
- 🇦🇺 Australia competes on lean/AI-assisted production and indie tech. PlaySide's AI-assisted MOUSE: P.I. For Hire recouped costs in a month (730K copies, 94% positive), while Beethoven & Dinosaur's (12 staff) Mixtape (OpenCritic 94) differentiated on art with explicitly 'no AI assets'. The MASS hub is the first games-specific coworking space with VR, audio and playtest facilities.[37][24]
- AI asset generation is estimated to cut costs $100K–$500K per title and shorten production 70–90%, letting small teams produce at scale and accelerating live-ops and IP-collab cadence.[9]
L Legal
Gacha/loot-box regulation is advancing worldwide: Australia mandated min M / R18+ plus app-store age checks (Sep 2026), the EU is preparing the Digital Fairness Act and PEGI's new ratings (Jun 2026, loot boxes = PEGI 16), Japan self-regulates (odds disclosure, kompu-gacha ban), India enacted the RMG Act, the US sees FTC gacha/COPPA enforcement plus state app-store age checks, and store-fee rulings remain in flux.
- 🇦🇺 Australia mandates a minimum M rating for games with paid loot boxes and R18+ for simulated gambling (effective Sep 22, 2024). Under the Online Safety Act, age verification for R18+ online games took effect Mar 9, 2026, and download-time age checks on the App/Play stores follow Sep 9, 2026 — with penalties up to AU$49.5M per breach.[7][28]
- 🇦🇺 DGTO eligibility extends to Australian-resident companies or foreign companies with an ABN/permanent establishment, so foreign founders qualify by incorporating an Australian Pty Ltd; the AU$500K minimum spend still excludes most small studios (79% have ≤20 staff), but the JP–AU tax treaty lets studios avoid double taxation in IP/royalty structuring.[18][19]
- 🇺🇸 FTC gacha/COPPA enforcement set a precedent: in Jan 2025 HoYoverse (Genshin Impact) agreed to a $20M penalty over deceptive loot-box odds and COPPA violations, and was barred from selling loot boxes to under-16s without parental consent, required to disclose odds/exchange rates and delete under-13 data — a US legal-risk benchmark for any gacha operator.[41]
- 🇺🇸 The US is mandating app-store age checks state by state: after Utah (first, 26 Mar 2025), Texas (effective 1 Jan 2026), Louisiana (1 Jul 2026), California and others passed App Store Accountability Acts imposing age-assurance and parental-consent duties on both stores and developers — fragmenting US compliance with differing dates and rules.[40]
- PEGI introduced new Interactive Risk ratings effective Jun 2026: newly submitted games with paid random items (loot boxes, gacha, card packs) default to PEGI 16+, and NFT/blockchain features get an automatic PEGI 18 — directly hitting monetization design across the 33-country PEGI region.[34]
- The EU's Digital Fairness Act heads toward a formal 2026 proposal; the Parliament backs curbing loot boxes, pay-to-win and dark patterns and weighs real-currency price display for virtual items, while Belgium and the Netherlands already effectively ban loot boxes.[11]
- 🇯🇵 Japan self-regulates gacha (CESA/JOGA guidance on odds disclosure). Complete (kompu) gacha was ruled unlawful under the Premiums Act in 2012 and withdrawn, while single-pull gacha remains legal.[15]
- 🇮🇳 India's RMG Act fully bans offering, advertising and related banking for stake-based games — conflicting with prior skill-game precedent and now under constitutional challenge at the Supreme Court.[4]
E Environmental
Always-on live-ops and generative-AI compute lift data-center energy demand, and a new hardware cycle raises e-waste; Australia's 82% renewables target and MASS (reuse of a heritage building) show an ESG edge — all surfacing in entertainment-sector ESG disclosure.
- Scaled generative-AI use plus always-connected F2P/live-ops expand the compute and energy footprint, making it a factor for both operating cost and ESG.[9]
- 🇯🇵 A new hardware cycle (e.g. Switch 2) boosts sales but raises e-waste and upgrade lifecycle questions for prior-gen devices as a medium-term environmental consideration.[2]
Timeline
- 2024-09-22 Australia: min M for paid loot boxes, R18+ for simulated gambling takes effect
- 2025-01 FTC settles with HoYoverse (Genshin Impact) for $20M over loot boxes/COPPA
- 2025-08-22 India: Online Gaming Act fully bans real-money games
- 2025-09 MIXI acquires 66.4% of PointsBet; sports segment doubles
- 2025-09-29 EA agrees to a $55B take-private by PIF, Silver Lake, Affinity (largest LBO)
- 2025-10-29 Google opens alternative payments in the US
- 2025-12-11 Ninth Circuit trims Apple's external-payment fee
- 2026-01-01 US: Texas App Store Accountability Act takes effect
- 2026-03 Square Enix ships Gemini-powered AI NPC 'Chatty Slimey' in DQX
- 2026-early VicScreen x Massive Monster MASS coworking hub (Collingwood) opens
- 2026-06 PEGI new Interactive Risk ratings take effect (loot boxes = PEGI 16)
- 2026-06-25 Screen Australia opens new funding round for applications
- 2026-Q2 EA's $55B take-private expected to close (subject to FTC review)
- 2026-07-01 US: Louisiana App Store Accountability Act takes effect
- 2026-07-31 Meta ends PlaySide's Horizon Worlds outsourcing (~AU$4M FY27 hit)
- 2026-09-09 Australia: download-time age verification on App/Play stores
- 2026-11-19 GTA VI launches (console super-cycle catalyst)
Entities
- MIXI, Inc.Company
- Monster Strike (モンスト)Product
- PointsBetCompany
- NPPA (国家新聞出版署)Government
- MeitY / Government of IndiaGovernment
- Ministry of Information & Broadcasting (India)Government
- Australian Classification BoardGovernment
- US Federal Trade Commission (FTC)Government
- European Commission — Digital Fairness ActRegulation
- PEGIRegulation
- US App Store Accountability ActsRegulation
- Apple App Store / Google PlayTech
- Rockstar Games / Take-TwoCompany
- Electronic Arts (EA)Company
- PIF / Silver Lake / Affinity PartnersCompany
- Microsoft Gaming / Xbox Game PassCompany
- Digital Games Tax Offset (DGTO)Regulation
- Screen Queensland / VicScreen / Screen Australia / SAFCGovernment
- MASS (Massive Monster, Collingwood)Company
- PlaySide Studios (ASX:PLY)Company
- Gameloft BrisbaneCompany
- Halfbrick StudiosCompany
- Beethoven & DinosaurCompany
- Powerhoof / Massive MonsterCompany
- Square EnixCompany
- CapcomCompany
- HoYoverseCompany
- Krafton (BGMI)Company
- PAX Aus / MIGW / GCAPMarket
Sources
- [1] Newzoo: The Games Market in 2025 (~$197B, mobile/console/PC split) — Newzoo / GameDev Reports, 2025-12
- [2] 2025 U.S. Consumer Spending on Video Games Nears $60.7 Billion — Entertainment Software Association (ESA), 2026-02
- [3] MIXI, Inc. — Investor Relations — MIXI, Inc., 2026
- [4] The Promotion and Regulation of Online Gaming Act, 2025 (official text) — Ministry of Electronics and IT (MeitY), India, 2025-08
- [5] India's Interactive Media Economy: State of Interactive Media Report 2025 — Lumikai, 2025-11
- [6] China's NPPA approves 156 video games in September 2025 — Niko Partners, 2025-09
- [7] New mandatory minimum classifications for gambling-like games content — Australian Government — Classification, 2024-07
- [8] Apple Wins Ability to Charge Fees on External Payment Links as Appeals Court Modifies Epic Injunction — MacRumors, 2025-12
- [9] GDC 2026 State of the Game Industry: Layoffs, Generative AI and More — Game Developers Conference (GDC), 2026-01
- [10] Grand Theft Auto VI is Now Set to Launch November 19, 2026 — Rockstar Games, 2025-11
- [11] New EU measures needed to make online services safer for minors (loot boxes, Digital Fairness Act) — European Parliament, 2025-10
- [12] Video Game Industry Layoffs Tracker (2025–2026) — Udonis, 2026
- [13] Japan's content market reached a record high in 2025; console rebounds — AUTOMATON West, 2026
- [14] Monster Strike surpasses $11bn in 11 years with Japanese dominance ($11.4B gross / $8B net, Sensor Tower) — PocketGamer.biz / Sensor Tower, 2024
- [15] Gaming Law 2025 — Japan: Trends and Developments (gacha self-regulation, kompu gacha) — Chambers and Partners, 2025
- [16] Google Play's New U.S. Billing & Linking Policies: What Game Developers Need to Know — Neon Commerce, 2025-10
- [17] MIXI Q3 FY2026 slides: Sports segment doubles, overall revenue up 18% — Investing.com, 2026-02
- [18] Digital games tax offset (30% refundable, AU$20M cap, entity eligibility) — Australian Taxation Office (ATO), 2026
- [19] Insulation vs isolation: the question defining the future of Australia's game industry (QLD 15% stacking, FTE growth) — Game Developer, 2026
- [20] Australian Game Development Survey FY2025 (record AU$608.5M, 87% export) — IGEA, 2026-03
- [21] PlaySide Studios faces FY27 revenue headwind as Meta terminates Horizon Worlds contracts (31 Jul 2026, ~AU$4M) — SmallCaps, 2026-06
- [22] Groundbreaking partnership backs Victoria's games industry (MASS hub, $2M, Collingwood, Foy & Gibson) — VicScreen, 2026
- [23] Bluey's Happy Snaps (Gameloft Brisbane) announcement — Gameloft, 2026
- [24] Mixtape (Beethoven & Dinosaur) hits OpenCritic 94 — among best-rated games of 2026 — GamesRadar, 2026-05
- [25] Australia Plays 2025 (82% play, median age 35, 51% female) — IGEA, 2025-08
- [26] 2025 Australian Game Developer Awards Winners (The Drifter / Powerhoof; Massive Monster) — IGEA, 2025-10
- [27] PAX Aus 2026 & GCAP 2026 (Melbourne International Games Week) — PAX Australia / GCAP, 2026
- [28] Australia expands age checks to app stores, AI chatbots and more (App/Play download age verification Sep 2026) — Biometric Update, 2026-03
- [29] Square Enix partners with Google for AI-powered Dragon Quest companion 'Chatty Slimey' — Nintendo Life, 2026-03
- [30] Capcom says it will not implement AI-generated assets into game content (AI for workflow efficiency only) — PC Gamer, 2026-03
- [31] Creative Industries / New Cool Japan Strategy (games & anime as core industries) — METI (Japan), 2025
- [32] Japanese government makes indie game developers eligible for grants up to ~$60,000 (IP360) — AUTOMATON West, 2026
- [33] Zenless Zone Zero celebrates first anniversary with $442.1m (mobile, first 12 months) — PocketGamer.biz, 2025-07
- [34] PEGI expands age rating criteria: Interactive Risk Categories (loot boxes = PEGI 16, NFT = PEGI 18) — PEGI, 2026-03
- [35] Krafton / BGMI India statistics (paying users +27% YoY) — Icon Era, 2026
- [36] Powering Australia — 82% renewable electricity target by 2030 — Australian Government — DCCEEW, 2025
- [37] MOUSE: P.I. for Hire (PlaySide) made its money back in a month, 730,000 copies, 94% positive — GamesRadar, 2026
- [38] EA Announces Agreement to be Acquired by PIF, Silver Lake, and Affinity Partners for $55 Billion ($210/share, largest LBO) — Electronic Arts, 2025-09
- [39] United States Video Game Analysis Market Report 2026-2034 (Microsoft #3 post-Activision; Xbox Game Pass 35–37M subs) — GlobeNewswire / Research and Markets, 2026-04
- [40] Texas and Louisiana Join Growing Trend of State Age Verification Laws for App Stores (Utah first; Texas Jan 1 2026; Louisiana Jul 1 2026) — Orrick, 2025-07
- [41] Genshin Impact Game Developer to Pay $20 Million, Banned from Selling Loot Boxes to Teens Under 16 Without Parental Consent — US Federal Trade Commission (FTC), 2025-01
- [42] India Gaming Market Report 2026-2034: Size, Share, Growth (~$5.91B in 2025; mobile/tablet 51%+) — IMARC Group, 2026
- [43] Krafton Plans to Invest $200M (₹1,800 crore) in India Gaming Market as Real Money Gaming Banned — Outlook Respawn, 2025
- [44] Indian Government Pegs Online Gaming Market at ₹23,200 Crore, Projects ₹31,600 Crore by 2027 — TalkEsport, 2025
- [45] India Bets Big on Gaming: Policy, Talent & Esports Drive the Next Boom (MIB ₹500 crore; esports national status) — The Tech Panda, 2025