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🇨🇳 Guowang – China’s Starlink Alternative

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🌐 Overview

- Name: 国网 (Guó Wǎng, “National Network”)
- Type: LEO satellite internet megaconstellation
- Operator: China SatNet (state-owned), backed by CASIC & CASC
- Goal: Global broadband, secure & independent infrastructure, compete with global constellations
- Scale: ~13,000 satellites (similar ambition to Starlink)

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📜 Timeline

| Year/Date | Milestone |

|-----------|-----------|

| 2021 | China SatNet founded |

| 2022 | Project officially initiated; early tech demos |

| Dec 2024 | First operational launches |

| Aug 2025 | ~72 satellites in orbit after rapid launches |

| 2027 | Target: ~400 satellites |

| Early 2030s | Full constellation (~13k sats) |

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🛰️ Tech Snapshot

| Feature | Guowang | Starlink |

|---------|-------------|--------------|

| Orbit Altitude | ~500–600 km & ~1,145 km | ~550 km |

| Batch Size | 5–10 (larger sats) | 20–60+ |

| Launchers | Long March 5B, 6A, 8A, 12 | Falcon 9 |

| Inclinations | Polar 86.5° & mid‑incl. ~50° | 53°–97° shells |

| Variants | Tech demo (Hulianwang Jishu Shiyan), GEO (Hulianwang Gaogui) | v1, v2 Mini, v2 Full |

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🚀 Launch Cadence (2025)

- 13 Aug: 8th batch (8 sats) – Long March 5B
- 17 Aug: 5 sats – Long March 6A
- Five launches in three weeks → signals aggressive ramp‑up

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🎯 Strategic Priorities

- National Coverage: High‑speed internet to rural & remote China
- Global Reach: Compete in international broadband markets
- Security: Sovereign network resilience
- Geopolitical Leverage: Potential export of Chinese‑controlled service abroad

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⚖️ Challenges

- Race Gap: Starlink already has ~8,100 active sats
- Space Congestion: Collision & debris risk
- Rivals: Amazon Kuiper, EU IRIS², Chinese Qianfan
- Launch Limits: Small batches slow early deployment

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💡 Bottom line: Guowang is as much a strategic move as a tech project — a statement that China intends to be a permanent player in the space‑internet race.
🎮 Online Gaming Bill, 2025 – Full Breakdown

📜 Purpose & Scope

Official Name: Promotion and Regulation of Online Gaming Bill, 2025
Status: Cleared by Union Cabinet → Awaiting Parliamentary debate.

Core Objectives:

- Regulate legitimate online gaming (e-sports, free-to-play social games).
- 🚫 Prohibit all online money games (skill or chance) requiring payment to play.

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🛑 What’s Banned

Any individual, company, or platform will commit an offence if they:

- Host or offer an online money game in India.
- Advertise such games (including celebrity/influencer promos).
- Facilitate payments for these games through banks, apps, or wallets.

> Online money game = Any game (skill or chance) that needs a fee/deposit to participate.

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⚖️ Penalties & Punishments

| Offence | Jail Term | Fine |

|---------|----------|------|

| Offering online money games | Up to 3 years | ₹1 crore |

| Advertising such games | Up to 2 years | ₹50 lakh |

| Facilitating financial transactions | Up to 3 years | ₹1 crore |

🔍 These come in addition to provisions under the Bharatiya Nyaya Sanhita (up to 7 years for unauthorised betting).

---

🏛️ Regulatory Framework

- Central Authority: Ministry of Electronics & Information Technology (MeitY).

- Key Powers:

- Block illegal/unregistered sites (1,400+ blocked since 2022).
- Monitor compliance for e-sports and non-monetary games.
- Enforce ad and payment restrictions.

---

📊 Tax & Revenue Context

- 28% GST on online gaming since Oct 2023.
- 30% tax on winnings from FY 2024–25.
- Offshore platforms brought into the tax net.
- Impact: Gaming revenues surged 412% in first 6 months post-GST hike.

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🎯 Why This Bill, Why Now?

- 📈 Sharp rise in fraud and scams tied to betting apps.
- 🧠 Addiction concerns among youth.
- 🎭 Celebrity endorsements normalising betting culture.
- 🗺️ Uneven state laws → Need for a uniform national approach.

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📈 Industry Impact

- Current market size: USD 3.8B (2025).
- Projected: USD 9.1B by 2029.
- Real-money games form ~86% of revenue → most affected.
- Likely boost to e-sports and free-to-play gaming segments.
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