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Amazon To Test AI-Created Material For Carbon Capture In Data Centers

Amazon is stepping up its environmental efforts by testing a groundbreaking carbon-removal material for its data centers. The company, which is tackling the growing emissions linked to the artificial intelligence systems powering these centers, has partnered with Orbital Materials, a startup that used AI to design the innovative substance.

Jonathan Godwin, CEO of Orbital Materials, explained that the new material acts like an atomic-level sponge, with cavities precisely sized to capture CO2 without interacting with other elements. This targeted approach could be a game-changer in carbon filtration.

One of the appealing aspects of the new material is its cost-effectiveness. Godwin estimates that the material could account for just 10% of the cost associated with renting a GPU chip for AI training, significantly less than the price of traditional carbon offsets.

Meanwhile, the demand for energy in data centers is rising, as AI’s rapid development requires more power and cooling solutions. This surge poses a challenge for Amazon, which is committed to achieving net-zero carbon emissions by 2040.

Amazon Web Services (AWS), the world’s largest cloud provider by revenue, plans to begin piloting the AI-designed carbon removal material in one of its data centers starting in 2025. This initiative is part of a three-year collaboration with Orbital, which will also gain access to AWS’s technology and open-source AI tools for further development.

Howard Gefen, General Manager of AWS Energy & Utilities, stated that the partnership would promote sustainable innovation, but financial details remain undisclosed. Orbital, with offices in Princeton, New Jersey, and London, began its journey about a year ago by setting up a lab to synthesize AI-designed materials. The startup aims to work with AWS to test additional AI-generated solutions, addressing water usage and cooling requirements in data centers. Godwin co-founded Orbital, which currently employs 20 people and is supported by investors such as Radical Ventures and Nvidia’s venture arm. Before this, Godwin contributed to materials science work at Alphabet’s DeepMind until 2022.

Esports Must Put Children’s Rights Ahead Of Competitive Ambitions, Report Says

Competitive gaming can help children build skills, find community and pursue achievement. However, as esports grows, young players face health, psychological and online safety risks, often without consistent safeguards, according to a new report from Save the Children.

The report, Protecting Child Rights in Esports, estimates that up to 300 million children worldwide participate in esports. It calls on the industry to prioritise the rights set out in the United Nations Convention on the Rights of the Child over competitive ambitions.

Potential risks include disrupted sleep, musculoskeletal pain, anxiety, depression, sexism and online harassment. Intensive training can also leave less time for education, family and friends.

“Esports offers exciting opportunities for children, but participation should never come at the expense of their rights, wellbeing or development,” said Theo Toresson, a psychologist and gaming expert at Save the Children.

Children must be treated “as children first and competitors second”, he added, calling for their involvement in decisions that affect them.

Training Standards Remain Uneven

The report highlights the lack of widely established standards for training hours and methods. Extended periods of sitting, insufficient breaks and schedules that interfere with sleep, exercise and schoolwork can affect young players’ health and development.

Poor posture and long sessions may also cause neck, shoulder and wrist pain, while late-night gaming can undermine sleep, concentration and mood.

Although some organisations provide guidance on breaks, nutrition, sleep and hydration, a representative of a national esports federation told the report that this advice often draws on separate studies rather than a centralised set of guidelines.

The report also notes positive findings: many professional esports players report satisfactory levels of physical activity, and higher-ranking players often place greater emphasis on fitness.

Online Harassment Adds To Mental Health Risks

Gaming communities and livestreaming platforms can help young players build connections and public profiles, but they may also expose them to cyberbullying, discrimination and privacy violations.

An analysis cited in the report examined chatrooms across 302 gameplay segments involving the 20 most popular Twitch streamers. It found sexist language in 62% of streams, racist language in 37%, ableist language in 84% and violent language in 97%.

Some esports federations and teams require staff to receive mental health first-aid training, but the practice remains uncommon. Young competitors may also face public scrutiny through livestreams, interviews and social media before they have the support to manage it.

Safeguards Must Extend Beyond Gameplay

The report raises further concerns about unequal participation linked to gender, race, LGBTQIA+ identity and disability. It also highlights children’s limited involvement in decisions affecting them and the risk of economic exploitation by teams, agents or parents, particularly where contracts lack transparency.

Inadequate supervision at live events presents additional risks.

Save the Children argues that protecting young competitors requires more than advice on posture and screen breaks. Clear standards, responsible oversight and age-appropriate safeguards are needed to ensure esports supports children’s development rather than putting it at risk.

As competitive gaming expands, the industry faces growing pressure to make children’s rights and wellbeing part of its operating standards.

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