OpenAI Targets U.S. Higher Education with ChatGPT Rollout at California State University

OpenAI, supported by Microsoft, announced on Tuesday that it will introduce a version of its ChatGPT chatbot specifically designed for education at California State University (CSU). This rollout will reach approximately 500,000 students and faculty across the 23-campus university system, marking a significant expansion of OpenAI’s presence in the academic sector. The new version of ChatGPT aims to provide personalized tutoring and study guides for students, while faculty can use the chatbot for administrative tasks.

This move is part of OpenAI’s broader strategy to integrate ChatGPT into classrooms, despite initial concerns over its potential for academic dishonesty, such as cheating and plagiarism. The adoption of ChatGPT in higher education has been growing, with institutions like the Wharton School at the University of Pennsylvania, the University of Texas at Austin, and the University of Oxford already using ChatGPT Enterprise. In May last year, OpenAI introduced ChatGPT Edu, a version of the chatbot tailored for educational use.

As OpenAI advances into the education space, its main competitor, Alphabet, has also made moves, including launching a $120 million AI education fund and introducing its GenAI chatbot, Gemini, to school-issued Google accounts. Additionally, British Prime Minister Keir Starmer recently inaugurated London’s first Google-funded AI university, offering older teens access to resources and mentorship in AI and machine learning through Google’s DeepMind.

 

EA Forecasts Lower Q4 Bookings Amid Slowdown in Gamer Spending, Announces $1 Billion Share Repurchase

Electronic Arts (EA) lowered its fourth-quarter bookings forecast on Tuesday, citing weaker-than-expected in-game spending, particularly for its popular “FC 25” soccer franchise. The company now anticipates bookings between $1.44 billion and $1.59 billion for the quarter, below the Wall Street estimate of $1.65 billion. This projection follows a previous reduction in its annual bookings forecast due to a slower-than-expected performance of “FC 25” and its new “Dragon Age” title, exacerbated by the ongoing economic challenges such as high inflation.

Despite the downturn in certain segments, EA remains confident in a recovery, with plans for future growth driven by multiple titles under development, including the next installment of its “Battlefield” series. CEO Andrew Wilson expressed optimism for a return to growth in fiscal year 2026 and beyond. Additionally, EA unveiled a $1 billion share repurchase program, which led to a 3% increase in its share price during extended trading hours.

In a move to enhance its sports offerings, EA recently acquired TRACAB Technologies, a company specializing in tracking technology, to further invest in its sports portfolio, which continues to be a key driver of revenue, particularly in American football titles. EA’s net bookings for sports games, including football, are expected to exceed $1 billion this fiscal year.

 

UK’s Ofcom Drops Probe into Under-Age Access to OnlyFans, Continues Investigation on Accuracy of Information

Ofcom, the UK’s media regulator, announced on Tuesday that it has closed its investigation into whether individuals under the age of 18 have been accessing OnlyFans, an adults-only content platform. The regulator clarified that while this investigation has concluded, it will continue to assess whether OnlyFans provided complete and accurate information when required.

The investigation was initially launched in May to determine if the platform was adequately protecting minors from accessing adult content. In its statement, Ofcom mentioned that it would maintain oversight over the measures OnlyFans implements to safeguard children from restricted material. However, the regulator stressed that no formal conclusions had been reached, and should further information come to light, it reserves the right to reopen the investigation.

A spokesperson from OnlyFans emphasized that the platform’s age verification measures have always been set to at least 20 years old, and the company is confident that these safeguards meet its legal responsibilities to protect users under the age of 18 from inappropriate content.