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Amazon Prime Video unveils Children’s Day special line-up

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MUMBAI: Amazon Prime Video promises to entertain viewers across all ages with their special Children’s Day line-up. Be it 5 or 50, there is no perfect age to watch a good old animated movie or show. This Children’s Day, Amazon Prime Video has curated a list of titles encompassing both Indian and International shows to ensure that you and your family can enjoy binge-watching together, age no bar! We suggest you take some time off from being an adult and spend your evening catching up on your childhood favorites exclusively on Amazon Prime Video.

 

Kung Fu Panda: The Paws Of Destiny 

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As the Dragon Master, Po has endured his fair share of epic challenges but nothing could prepare him for his greatest one yet—as a Kung Fu teacher to a group of rambunctious kids from Panda Village who have been imbued with mysterious and powerful chi energy. Together they embark on amazing adventures, battle ferocious villains, and become legends!

 

Harry Potter (Part 1 – 8)

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This is the tale of Harry Potter, an ordinary 11-year-old boy who learns he is a wizard while living as an orphan with his aunt and uncle and has been invited to attend the Hogwarts School for Witchcraft and Wizardry. Harry is snatched away from his mundane existence by Rubeus Hagrid, the groundskeeper for Hogwarts School, and quickly thrown into a world completely foreign to him. Famous for an incident at birth, Harry makes friends easily at his new school. He soon finds that the wizarding world is far more dangerous for him than he would have imagined, and he quickly learns that not all wizards are to be trusted.

 

Classic Popeye

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Popeye is one of the most popular cartoon characters of all time. This spunky but loveable spinach-eating sailor continues to delight young and old with his comic adventures, and the entire the gang is around to provide plenty of rousing fun and action: Olive Oyl, Swee'Pea, Wimpy, and Bluto.

 

The Adventures of Tenali Rama

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Tenali Rama is the comic poet of Vijayanagara With constant evil schemes by the Rajguru and others to watch out for, Tenali manages to outwit everybody. Join him on these hilarious adventures, as he battles evil puppeteers and deadly phantoms, all the while never forgetting to deliver a few laughs!

 

Inspector Chingum

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Chingum, the Police in-charge of Shantiwood Police station has a strong South Indian accent. His misadventures lead the character to become comical yet very action-oriented. Chingum dreams of a “Zero Crime City”. Chingum is accompanied by Hera, Pheri, Khabrilal, Chatur, Dosa Anna & Bozo. A vicious villain No Baal who secretly owns a Crime University but Chingum always defeats him.

 

Just Add Magic

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The Magic Cookbook of Kelly’s grandmother has appeared in a new town with new protectors! Kelly, Darbie, and Hannah must now travel to Bay City to train the new trio on how to handle the recipes and the dangerous downsides. What they find is that the new protectors aren't even friends let alone ready to trust and use magic.

 

Madagascar

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A pack of not-so-wild animals experience some serious culture shock when they move from the Big Apple to the Mighty Jungle in this computer-animated comedy.

 

Madagascar: Escape 2 Africa

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Your favorite castaways are back and still lost! One of the top movies of the year is even better than the first! You’ll laugh out loud as this outrageous comedy takes you on an African an adventure like no other.

 

Madagascar 3: Europe's Most Wanted

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In the third movie franchise, the gang is back and they're still fighting to get home to New York City. Their exciting journey has them traveling across Europe where they find the perfect cover: a traveling circus!

 

Alvin and the Chipmunks

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Pop-singer Chipmunks Alvin, Simon and Theodore turns a songwriter's life upside-down.

 

Alvin and the Chipmunks: The Squeakquel

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Alvin, Simon, and Theodore return for another hilarious musical adventure, but this time they may just meet their match – a singing trio of female chipmunks called "The Chipettes."

 

Oddbods

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Oddbods is an award-winning animated series that follows the comedic adventures of seven adorable, yet quirky characters. Every episode celebrates the 'odd' in everything where seemingly ordinary situations are given a humorous twist and everyone has fun along the way.

 

The Adventures of Tintin

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The intrepid young reporter Tintin and his faithful dog Snowy, travel around the world, accompanied by a colorful cast of characters and notably, the blustery Captain Haddock, the brilliant but absent-minded Professor Calculus, and the detective twins, Thompson and Thomson.

 

Asterix the Gaul

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After countless beatings by Asterix and Obelix, the Romans decide to kidnap the druid, Getafix in the hope of getting the secret formula for his magic potion.

 

Asterix: The Mansion of Gods

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In order to wipe out the Gaulish village by any means necessary, Caesar plans to absorb the villagers into Roman culture by having an estate built next to the village to start a new Roman colony.

 
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Gaming

India’s new online gaming rules take effect today, banning money games and creating a regulator

The rules, in force from today, separate e-sports from gambling and impose jail terms and stiff fines on violators

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NEW DELHI: India’s online gaming sector woke up this morning to a new reality. The Promotion and Regulation of Online Gaming Rules, 2026, came into force today, May 1st, turning a year of legislative intent into enforceable law. The message from New Delhi is blunt: e-sports and social games are welcome; online money games are not.

The rules operationalise the Promotion and Regulation of Online Gaming (PROG) Act, passed by Parliament in August 2025. Together, they represent the most sweeping regulatory intervention India has made in its booming digital gaming market, one that generated Rs 23,200 crore in 2024 and is projected to grow at a compound annual rate of 11 per cent to reach Rs 31,600 crore by 2027. The stakes, in every sense, could not be higher.

A sector out of control

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The urgency behind the legislation is not hard to find. An estimated 45 crore Indians have been affected by online money gaming platforms, with losses exceeding Rs 20,000 crore. Addiction, financial ruin, money laundering, and suicides have all been linked to the sector. Seventy-seven per cent of the market’s revenues came from transaction-based games, a figure that made regulators deeply uneasy.

The government’s response, effective as of today, is categorical. Online money games, whether based on chance, skill, or any mix of the two, are banned outright. So is their advertising, promotion, and facilitation. Banks and payment processors are barred from handling related transactions. Unlawful platforms can be blocked under the Information

Technology Act, 2000.

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The penalties are designed to sting. Offering or facilitating online money games can attract up to three years in jail and a fine of up to Rs 1 crore, or both. Repeat offenders face a minimum of three years, extendable to five, with fines between Rs 1 crore and Rs 2 crore. Advertising such games carries up to two years in prison and fines of up to Rs 50 lakh, with repeat violations attracting higher penalties still. Cyber cell officers at state and union territory levels, including at police station, district, and commissionerate levels, are empowered to investigate offences.

The new sheriff in town

At the centre of the new framework sits the Online Gaming Authority of India, a digital-first regulator constituted as an attached office of the Ministry of Electronics and Information Technology, headquartered in Delhi. It is chaired by the additional secretary of MeitY and includes joint secretary-level representation from home affairs, finance, information and broadcasting, youth affairs and sports, and law and justice, a deliberately multi-sectoral design built for a complex sector.

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The authority’s powers are broad. It will maintain and publish lists of online money games, investigate complaints, issue directions, orders, and codes of practice, hear appeals on user grievances, and coordinate with financial institutions and law enforcement to ensure effective and timely action.

Its decisions on game classification are to be completed within 90 days, a time-bound commitment that industry players have welcomed after years of regulatory ambiguity. Classification can be triggered by the authority acting on its own initiative, by an application from a service provider, or by a notification from the central government. Games will be assessed on objective factors: whether stakes are involved, whether players expect monetary winnings, the revenue model, and whether in-game assets can be monetised outside the game. The outcome is recorded in a determination order specific to the game and provider.

E-sports gets its moment

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While the crackdown on money gaming dominates today’s headlines, the rules also carve out a structured path for e-sports and online social games. Registration, required when notified by the central government, applies to all games offered as e-sports and is based on factors including risk to users, scale, financial transactions, and country of origin. A successful application yields a digital certificate of registration with a unique number, valid for up to ten years. Service providers must display registration details, designate a point of contact, comply with data retention requirements, and follow directions on facilitating payments.

Online money games are explicitly ineligible for recognition or registration as e-sports under the National Sports Governance Act, 2025. The separation is deliberate, and the industry has noticed.

Akshat Rathee, co-founder and managing director of NODWIN Gaming, called today’s operationalisation “encouraging,” pointing to publisher-led registration of esports titles and a time-bound determination process as creating “much-needed certainty for all stakeholders.” He added that the “continued emphasis on clearly separating esports from online money gaming is critical in preserving the integrity of competitive gaming as a skill-driven discipline.” He described it as “a proud moment to see official acknowledgement of the broader benefits of responsible esports and gaming, from building confidence, discipline, and teamwork to creating new career pathways for young talent,” and said the framework sets “a strong foundation for the ecosystem to scale in a more structured and globally competitive manner.”

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Animesh Agarwal, co-founder and chief executive of S8UL, was equally bullish. “This clarity is critical in unlocking investor confidence and attracting multi-genre brands, while also enabling organisations to take a more long-term view, whether in investing in talent, scaling teams, or building globally competitive formats,” he said, adding that it “strengthens trust among audiences and mainstream stakeholders, positioning esports not just as a sport, but as a fast-growing youth entertainment category in India.”

But Agarwal urged caution on several fronts. There remains limited clarity around financial frameworks, particularly in how esports earnings are treated by banks and financial institutions. A well-defined pathway for the formal recognition or registration of esports teams is still evolving, as are structured player protections. He also called for smoother visa processes for esports athletes competing in international tournaments and for government support in developing infrastructure, including bootcamps, training facilities, and access to high-performance equipment across titles.

Vishal Parekh, chief operating officer of CyberPowerPC India, pointed to downstream effects on education and careers. “With formal recognition and policy backing, colleges and institutions are more likely to take the sector seriously, whether through dedicated esports infrastructure, training programmes, or curriculum integration,” he said, adding that this helps students view gaming as a viable career spanning roles across competitive play, content, game development, and allied industries. He noted that as esports gains prominence in global multi-sport events, the framework strengthens India’s position in international competitive gaming, and called on the ecosystem to provide the right infrastructure and access to high-performance hardware to unlock opportunities in talent development and job creation.

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Protecting users, one safeguard at a time

The rules introduce a layered system of user protections calibrated to the risk profile of each game. These include age verification, age gating, time restrictions, parental controls, user reporting tools, counselling support, and fair-play and integrity monitoring. Service providers must disclose their safety features and internal grievance mechanisms when applying for determination or registration.

A two-tier grievance redressal system sits atop these safeguards. Users who are dissatisfied with a platform’s resolution can escalate to the authority within 30 days. The authority aims to dispose of such appeals within a further 30 days. A second appeal lies before the secretary of MeitY, who must also endeavour to resolve matters within 30 days. Enforcement proceedings will be conducted in digital mode wherever possible, with cases targeted for resolution within 90 days from receipt of a complaint.

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Penalties under the framework are proportionate, taking into account gain from non-compliance, loss to users, the gravity of the offence, and whether violations are recurring. Mitigation efforts by service providers will also be considered when determining penalties. All penalties imposed under the Act will be credited to the Consolidated Fund of India.

The money follows the rules

For investors and founders, the implications are immediate and significant. Sagar Nair, head of incubation at LVL Zero Incubator, a 100-day sprint designed to accelerate early-stage gaming startups across India, argues that with real-money gaming now prohibited, capital will shift “away from transaction-driven models toward content-led, IP-driven, and global-first gaming businesses.” He acknowledged trade-offs: for operators with exposure to real-money formats, the market becomes more restrictive in the near term. But he argued that by clearly separating esports and non-money gaming from online money gaming, “India is positioning itself as a hub for responsible, creative, and scalable game development.” The opportunity, he said, is “to view India not just as a monetisation-first market, but as a talent, IP, and scale market,” adding that “for founders and investors willing to adapt, this shift could ultimately strengthen India’s position in the global gaming landscape.”

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The government frames the wider impact in equally ambitious terms: a boost to India’s creative economy and digital exports, new career pathways for young people, protection for families from predatory platforms, and a stronger voice in global digital governance. India, it argues, offers a model for other countries grappling with the same tensions between gaming’s economic promise and its social risks, one that shows innovation and strong safeguards need not be mutually exclusive.

Whether the framework delivers on those promises will depend on enforcement, always the hardest part. But from today, the architecture is firmly in place: a regulator with teeth, a classification system with deadlines, penalties designed to deter, and a clear dividing line between games that build careers and games that destroy finances. For a sector that has grown fast and governed itself loosely, May 1st, 2026 is the day the free ride ends.

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