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U.S. Moves To Close Overseas Access To Nvidia’s AI Chips

U.S. export controls restrict Nvidia’s most advanced AI chips from being shipped to China, but Chinese companies may still access their computing power through data centers in other countries.

The issue has gained attention as Chinese firms release increasingly capable AI models. In July, White House official Michael Kratsios accused Moonshot AI of using Nvidia GB300 chips through a facility in Thailand after the launch of its Kimi K3 model.

How Chinese Firms Access Chips Abroad

Current U.S. rules primarily restrict the physical shipment and ownership of advanced AI chips, rather than remote access to computing power hosted overseas.

Cassia King of the Institute for AI Policy and Strategy told CNBC that Moonshot’s reported access through Thailand could be legal if the company did not own the physical hardware.

Chinese firms including ByteDance, Alibaba and Tencent have reportedly accessed Nvidia-powered infrastructure remotely through Thailand, Malaysia and Japan. ByteDance was also reportedly working with Singapore-based cloud provider Aolani to access Nvidia-powered computing in Malaysia.

Southeast Asia’s Growing Data Center Market

The development comes as data center construction accelerates across Southeast Asia. JLL estimates that global data center capacity could nearly double to 200GW by 2030, while DC Byte has identified 31 planned data centers of at least 100MW across Malaysia, Indonesia and Thailand.

That expanding infrastructure could give Chinese companies greater access to advanced computing without moving restricted chips into China.

Proposed Law Could Close The Gap

The proposed Remote Access Security Act would extend U.S. export controls to remote cloud access to critical hardware and software. It passed the House in January but still needs Senate approval.

Michelle Nie of the Center for a New American Security said the loophole undermines the goal of restricting China’s access to advanced U.S. chips.

However, legislation alone would not immediately solve the problem. Regulators would still need to determine which computing resources are restricted, who can access them and how cloud providers should verify customers.

According to King, creating rules could be done quickly with White House support, but making them effective and enforceable would be the bigger challenge.

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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