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T he “war on woke” has a new target and her name is the Wicked Witch of the West. If you’re a fan of the musical Wicked, you’ll also know her as Elphaba, the moniker imagined by Gregory Maguire in his 1995 prequel to L Frank Baum’s The Wonderful Wizard of Oz. As played by Margaret Hamilton in the 1939 movie, she was the nemesis of Judy Garland’s Dorothy; as played this year by the musical theatre star Cynthia Erivo , she has conservative men across Britain and America bursting their blood vessels. Since Maguire came up with his novel – an extravagant piece of fan-fiction that suggests this “witch” might simply have been misunderstood – it has been reinterpreted as a stage musical and now as a movie in two parts. Wicked’ s target market consists of teenage girls who see themselves in this backstory for Elphaba and her college-friend-turned-rival, Glinda the Good Witch. In the 21 years since Stephen Schwartz’s adaptation opened on Broadway, the show has been a cult phenomenon among young musical fans, blithely ignored by everyone else. Now the screen version has brought into mainstream conversation and the land of Oz has become a battleground in America’s culture war. As a musical, Wicked is harmless to the point of vapid. Winnie Holzman’s storyline for the show is a more anodyne affair than Maguire’s hallucinatory fever dream of a book, which included bestiality and orgies. It features Elphaba as a talented girl arriving at a magical college, only to be bullied by Glinda and a clique of rosy-cheeked sycophants because she happens to have been born with green skin. This is Mean Girls meets Hogwarts. It has two songs you’ll remember: Popular, in which Glinda reveals the secrets of social success, and Defying Gravity, in which Elphaba vows to pursue excellence and fight prejudice. Wicked is sweet and fun and ultimately forgettable. All of which makes it sad to watch Jon M Chu’s movie become a flashpoint for grown adults. Since opening last weekend, Wicked has been subject to increasingly rabid media attacks. Some of this follows a familiar pattern: outrage for clicks. It is no surprise that Erivo, a black woman who describes herself as queer, has been the target of particular bile. Yet take a look at the organised and powerful social media accounts pushing attacks on Erivo, and it becomes clear that Hollywood is facing a new type of challenge. Wicked has been released into a landscape in which well-funded political marketeers are adept at turning key cultural moments into wedge issues. These are darker arts than anything conjured by the Wicked Witch of the West. Film studios need to decide whether to respond by leaning into the politics of polarisation, ramping up a strategy that already targets movies at different segments of the US electorate, or by making the case for blockbusters that can still bring progressives and conservatives together. The attacks on Wicked range from the plausible to the overtly ridiculous. British media outlets objected to a British Board of Film Classification note that expounded on its PG rating by explaining that the movie featured “discrimination”. “Seeing beloved characters being mistreated, especially when Elphaba’s skin-colour is used to demonise her as the ‘Wicked Witch’, may be upsetting and poignant for some audiences,” says the advice. Piers Morgan was among those who denounced this as the working of the “woke brigade”. Has he seen Wicked ? Sure, BBFC advice to parents can be po-faced and limiting. But the BBFC has been issuing such warnings since 1912 – following a Daily Mail campaign against an early screen depiction of Jesus – which hardly makes it the cutting edge of wokery. Morgan’s complaint seems to be that it is “nonsense” to claim that a movie about bullying based on skin-colour could be understood as an allegory for racism. Which is a bit like objecting to a note that The Lion, The Witch and the Wardrobe might be an allegory for Christianity. More serious attacks on the film, however, have emerged from a cluster of high-impact, anonymous accounts on X (formerly Twitter) that have flourished in the era of Elon Musk. One such, an account named “End Wokeness”, was set up a few months after Musk bought the platform and already boasts 3.3 million followers; its banner image is a photograph of a bloodied Donald Trump raising his fist after surviving an assassination attempt. Elsewhere on X, an account named “Defiant L’s” has joined the game. It is linked to a website named “Resist the Mainstream”, which the Bloomberg news agency has traced to a Macedonian-based disinformation network pushing conspiracy theories about Covid-19 and Trump’s 2020 electoral loss. Defiant L’s has been endorsed by Elon Musk as “one of the best accounts on X”. The attacks on Wicked promoted by these accounts have received widespread coverage. They blame Erivo’s casting on “wokeness” and complain about munchkins being played by actors of average height, instead of dwarves as in the Oz movie. A video clip pushed out by the End Wokeness account went viral after it showed Erivo and her co-star, the singer Ariana Grande , holding hands emotionally while a reporter asked them to comment on the LGBT community “holding space” for the song Defying Gravity in the aftermath of Trump’s election victory. (The phrase “holding space” refers to a trend for fans to post lyrics from the song online and reflect on their meaning.) What seems to have been missed by other commentators, however, is the role of such social media accounts in pushing the clip, one of hundreds in a packed press tour, to mainstream attention. These are familiar tricks in Trumpworld. Sign up to Observed Analysis and opinion on the week's news and culture brought to you by the best Observer writers after newsletter promotion Back in 2022, it was reported that the Daily Wire website, led by Ben Shapiro, had spent between $35,000 and $47,000 promoting misleading video clips and news articles attacking Amber Heard, during her defamation battle with her ex-husband, Johnny Depp. The clear intention was to warn young men that the 21st century had become hostile terrain thanks to the excesses of feminism: Trump is the political solution to this problem. End Wokeness and Defying L’s are part of Shapiro’s shared ecosystem. The open-source analyst Ryan McBeth has alleged that the former account is run by the alt-right activist Jack Posobiec, whom the Southern Poverty Law Centre categorises as an extremist with alleged neo-Nazi connections . Related accounts amplified recent attacks on the black actress Halle Bailey when she was cast in Disney’s remake of the Little Mermaid, and Colombian-Polish actress Rachel Zegler when cast in Snow White. British commentators jumping on the anti-woke bandwagon likely have no idea that they’re doing the work of far-right disinformation specialists. Nor have members of the cast of Wicked helped themselves by gushing through an overexposed press tour. But our culture sphere needs to wake up to the fact that our responses to major movie events are increasingly being shaped by a white supremacist media operating out of Texas – or, in this case, Macedonia. Hollywood studios would do well to call out this misinformation when they see it. Their other option is to cater exclusively to one side or other of the political divide. That would prove bad for business and bad for the rest of us. Kate Maltby writes about theatre, politics and cultureBush footy players beware: you're about to run into a former Canberra Raiders 120 kilogram beast in what could go down as the signing of the off-season for country clubs across Australia. Subscribe now for unlimited access . Login or signup to continue reading All articles from our website & app The digital version of Today's Paper Breaking news alerts direct to your inbox Interactive Crosswords, Sudoku and Trivia All articles from the other regional websites in your area Continue The Canowindra Tigers have lured Shannon Boyd out of retirement to get him on the field in the Woodbridge Cup side. The club confirmed his signing late on Tuesday night, announcing his deal to be a player-coach alongside Ron Lawrence. Boyd was one of the most feared props in the NRL when at the peak of his powers. He played 125 games in the NRL and five Tests for Australia in a career that ended prematurely because of injury. The fact he's now just 32 years old should strike fear into weekend rugby league players out west given Boyd's reputation for being an NRL bruiser. He burst into the NRL in 2014 and was one of the best front-rowers in the game when he was at the Raiders before he moved to the Titans in 2019. He played just two seasons before moving home to Cowra. "Shannon brings a wealth of knowledge and experience to the club, having played 125 games in the NRL, also playing for Australia for the Kangaroos," the Canowindra Tigers said on social media. "We are stoked to have Shannon and his family join our club, and are looking forward to a successful season ahead." Boyd, who played alongside Lawrence during his days with Cowra Magpies more than a decade ago, hasn't played since his retirement from the NRL in 2020. The Cowra junior was one of the most destructive props in the world at his peak, helping lead the Raiders to a preliminary final in 2016. Shannon Boyd, Paul Vaughan and Jack Wighton. Photo: Gareth Gardner His efforts gained the attention of Australian coach Mal Meninga, who picked Boyd as part of the Kangaroos' Four Nations squad the same year. Having settled back in the region following his retirement, the 32-year old's playing comeback four years on is a boon for the Tigers. Canowindra enjoyed a stellar 2024 season, falling just short in muddy conditions in the grand final against Manildra Rhinos. He could potentially form part of a strong forward pack alongside Lawrence, Charlie Frendo and Nathan Barlow. Share Facebook Twitter Whatsapp Email Copy Dominic Unwin Sports Journalist - Western NSW Sports reporter covering the length and breadth of Western NSW.Got a yarn? Send me an email via dominic.unwin@austcommunitymedia.com.au Sports reporter covering the length and breadth of Western NSW.Got a yarn? Send me an email via dominic.unwin@austcommunitymedia.com.au More from Canberra Raiders 120kg beast to make comeback after premature retirement 53m ago Player banned after racism incident in Cricket ACT comp New development approved to help combat the crisis of homelessness No comment s Threatened closure of Queanbeyan abortion clinic 'concerning': ACT government No comment s The ANU's Medical Centre will not have any doctors next year No comment s 'If the laws ain't right, you gotta fight': Canberra protest over CFMEU administration No comment s Newsletters & Alerts View all DAILY Your morning news Today's top stories curated by our news team. Also includes evening update. Loading... 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Home | News | Rewind Gaming Education Rewind: Gaming Education Higher education students are missing out on what could be an integral part of their learning journeys — play By Aditya Deshbandhu Published Date - 30 November 2024, 11:30 PM Dr Aditya Deshbandhu What can video games as media and interactive experiences offer tomorrow’s learning environments? The introduction of play, games and aspects of video games in learning environments as a practice is gaining momentum and becoming prevalent globally. As teachers and researchers alike try to understand how the use of playful approaches in education can benefit the learning journeys of students from pre-school environments to the higher education sector, it is important for us to acknowledge that the boundary between learning and play — once considered sacrosanct, is now blurry. Existing research has highlighted how aspects like joy, creativity, the development of goal-setting abilities and working towards achieving set goals are common to both learning and engaging with games. Similarly, psychologists examining learning environments that have adopted playful approaches have observed many positive effects among students irrespective of methods, content and contextual settings. Recent research in education has also highlighted how play is a crucial part of not just pre-school and early years of schooling but throughout one’s educational journey. Designing a course that draws on games and play also means that learning environments are less hierarchical, there is more room for debate, discussion and pre-class preparation In my research, I have found that incorporating play in the classroom and informal learning environments allows students to develop better communication abilities and initiative, and work better in large-group settings. The use of playful activities and games in classes has also been found to lead to a reduction of the fear of failure, fostering environments that could lead to students not just consuming knowledge but co-creating it with their learning facilitators. However, the current disposition in India’s higher education sector remains unconvinced of the benefits of games and game-based learning for the nation’s students. Though a few of our eminent centres of learning offer technical and development skills or even a full-fledged degree in game development/design, they choose to ignore the fact that video games is the largest media industry in the world in terms of revenue. There was almost no mention of the need to engage with game-based learning, pedagogic approaches determined by play, or even the game development industry in the New Education Policy of 2020. Policymakers and the government are yet to engage with the Indian gaming industry’s call to create necessary standards for game development, e-sports degrees and infrastructure for vocational and skill-based training. In the interim, Indian students miss out on what could be an integral part of their learning journeys – play. These are avenues for experiences that could spark curiosity and further critical and reflective learning, aspects deemed essential in workplaces geared for increasing degrees of automation in the next decade. Playful Twist However, this article reflects on more than what our students are missing out on by not finding room for games, game-based learning and playful approaches in curricula . Drawing a bit from my teaching journey, it showcases specific examples where the use of games in classroom environments has enhanced the learning experience at the university level. I teach video games-based courses at both the undergraduate and postgraduate levels. Over the last three years, as I have developed the courses, taught/delivered them, graded various assignments and engaged with students, I have observed a few key things: A few eminent centres of learning offer a full-fledged degree in game development/design but choose to ignore the fact that the video games is the largest media industry in the world in terms of revenue Levelling the classroom field Higher education classrooms are generally extremely diverse, be it internationally where students and teachers from a range of countries often feature in the room to Indian settings where the cohorts are diverse in terms of class, region, language, religion and background. In such diverse settings, I have observed that video games or playful activities are not just great at breaking the ice and getting the conversation flowing, but they also allow students to communicate with ease. In settings where language proficiency is a concern, I have witnessed games, through play and interactivity, bridge the gap between shyness and any awkwardness one might feel in one’s grasp of a specific language. Secondly, the incorporation of games into coursework offers students a shared set of experiences to bond over as well as a shared set of understandings to draw on when engaging with complex theories and ideas. For the teacher/facilitator, games can reduce the burden of integrating all the members of a classroom because the inherent interactivity games provide often means that students are searching through them for meaning, purpose and progression. If the integration of game-based learning initiatives improves in-class environments, it is essential to ask if the use of games could be developed to align with students’ desire to succeed in the Indian higher education setup. Collaboration and creative thinking Most games are designed as problem-solving environments and engaging with the right game in courses will encourage students to solve the problems the field poses in creative ways. It is necessary to reiterate that the use of games in curricula reduces the fear of failure among students which, in turn, allows them to experiment and explore beyond the scope of course outlines and prescribed learning materials. Looking beyond prescribed sources of learning is a great sign of initiative and often leads to very interesting explorations by students. There is almost no mention of the need to engage with game-based learning, pedagogic approaches determined by play, or even the game development industry in the New Education Policy I have had some very unconventional and thought-provoking assignments submitted to me where I have used games or play-based learning. Students have also been keener to work in teams, brainstorm ideas, and, at times, go over and beyond the deliverable learning outcomes that are designed for the course. Designing a course that draws on games and play also means that learning environments are less hierarchical, there is more room for debate, discussion and pre-class preparation. I have never had trouble with attendance and student participation in a course where I have used pedagogies of play. If the above benefits hold, then it is important to ask if games and play-based learning could encourage students to view their degrees as more than the requisite paperwork that allows them to look for jobs. Learning beyond curriculum One of the opportunities of using games in coursework is the ability to bring perspectives of game-makers and designers into the classroom. One such rare opportunity that we were offered this year was to welcome the makers of the virtual reality experience Assassins Creed NexusVR as part of a session that allowed students to engage with people from the industry. The session, delivered by Lisa Ridley, Senior AI programmer, at Ubisoft’s Reflections Studio in Newcastle, UK, went into great detail explaining how the iconic franchise Assassins Creed was reimagined as a virtual reality experience while also highlighting the challenges in making such an ambitious project playable on a device like Meta Quest 2 and 3. There was a lot more to be learnt from the Ubisoft team as students could pick up on aspects of marketing and promotion of games as well as approaches to the development and execution of social media campaigns to promote upcoming games. Policymakers and government are yet to engage with the gaming industry’s call to create necessary standards for game development, e-sports degrees and infrastructure for vocational and skill-based training However, at the end of the session, what caught me by surprise was not just the opportunity to learn from one of the largest game-makers in the world, but rather the sheer number of questions students wanted to ask. The interaction lasted for over an hour and spanned a wide variety of questions — most beyond the boundaries of the reading materials from the courses I had taught but within the domain of the larger discipline. The discussions and deliberations were both deep and nuanced as I watched how students adapted and bridged what was discussed in the classroom with what was being presented by the experts. If such interactions and commitments to learning are possible then we must ask our current education sector: If world-leading organisations and game-makers are willing to view their games as not just sites of play but as opportunities for teaching and learning, why are we holding back from creating the right openings and connections from such associations? Also, what more can educational institutions expect of their students beyond a self-driven desire to learn and an in-depth engagement with the materials of the course? Theory and Ideas Games and game-based content if imagined and complemented with theory and ideas in the right way can be used to teach much more than resource allocation and strategy building in business schools (as is the norm currently). In the process, it might instil in students a desire to carve their journeys of learning. If world-leading organisations and game-makers are willing to view their games as not just sites of play but as opportunities for teaching and learning, why are we holding back from creating the right openings and connections from such associations? In my decade-long time in higher education, I have relied on games to convey a wide variety of ideas — fromgames like Beecarbonize to help students visualise the extent of the climate crisis on our hands to more complex games like Detroit Become Human to get them to critically think of workers’ rights in the gig economy. As we begin to think about what education and institutions of higher learning mean and offer in the era of Generative AI, one of the key distinctions lies in the experience we offer. If it is a meaningful and value-driven experience, then few things push the boundary to the maximum the way games and play-based activities do. (The writer is a Lecturer of Communications, Digital Media Sociology at the University of Exeter, UK. He is the author of Gaming Culture(s) in India: Digital Play in Everyday Life and the just released,The 21st Century in a Hundred Games) Follow Us : Tags Digital Media Sociology Indian Students Lisa Ridley New Education Policy Related News Number of Indian students applying to UK universities drops 20%, reveals report Video games as art: Resisting crowdsourced review platforms, anti-woke culture Northern Arizona University in collaboration launches summer five-week program Excessive screen time weakens children’s vocabulary; video games most harmful: StudySteve Spurrier believes Jayden Daniels could win 2024 NFL MVP

DURHAM, N.H. (AP) — Kinkead Dent threw for 246 yards and ran for another 56 yards and a touchdown as UT Martin rolled to a 41-10 win over New Hampshire in an FCS first-round game on Saturday. The Skyhawks (9-4) advance to face unbeaten and top-seeded Montana State (12-0) in the second round. Javascript is required for you to be able to read premium content. Please enable it in your browser settings. Get any of our free email newsletters — news headlines, obituaries, sports, and more.Opposition fighters are closing in on Syria’s capital in a that has taken much of the world by surprise. Syria's army has abandoned key cities in the west and south with little resistance. Nervous residents in Damascus describe security forces on the streets. The state news agency has been forced to deny rumors that President Bashar Assad has left the country. Who are these ? If they enter Damascus after taking , what then? Here’s a look at the stunning reversal of fortune for Assad and his government in just the past 10 days, and what might lie ahead as Syria’s 13-year . The aim? Overthrow the government This is the first time that opposition forces have reached the outskirts of the Syrian capital since 2018, when the country’s troops recaptured the area following a yearslong siege. The approaching fighters are led by the most powerful insurgent group in Syria, , or HTS, along with an umbrella group of Turkish-backed Syrian militias called the Syrian National Army. Both have been entrenched in the northwest. They launched the shock offensive on Nov. 27 with gunmen capturing Aleppo, Syria’s largest city, and the central city of Hama, the fourth largest. The HTS has its origins in al-Qaida and is considered a terrorist organization by the U.S. and the United Nations. But the group said in recent years it cut ties with al-Qaida, and HTS has sought to remake itself in recent years by focusing on promoting civilian government in their territory as well as military action. HTS leader Abu told CNN in an exclusive interview Thursday from Syria that the aim of the offensive is to overthrow Assad’s government. Possible rifts ahead The HTS and Syrian National Army have been allies at times and rivals at times, and their aims might diverge. The Turkish-backed militias also have an interest in creating a buffer zone near the Turkish border to keep away Kurdish militants at odds with Ankara. has been a main backer of the fighters seeking to overthrow Assad but more recently has urged reconciliation, and Turkish officials have strongly rejected claims of any involvement in the current offensive. Whether the HTS and the Syrian National Army will work together if they succeed in overthrowing Assad or turn on each other again is a major question. Others take advantage While the flash offensive against Syria’s government began in the north, armed opposition groups have also mobilized elsewhere. The southern areas of Sweida and Daraa have both been taken locally. Sweida is the heartland of Syria’s Druze religious minority and had been the site of regular anti-government protests even after Assad seemingly consolidated his control over the area. Daraa is a Sunni Muslim area that was widely seen as the cradle of the uprising against Assad’s rule that erupted in 2011. Daraa was recaptured by Syrian government troops in 2018, but rebels remained in some areas. In recent years, Daraa was in a state of uneasy quiet under a Russian-mediated ceasefire deal. And much of Syria's east is controlled by the Syrian Democratic Forces, a Kurdish-led group backed by the United States that in the past has clashed with most other armed groups in the country. Syria’s government now controls just four of 14 provincial capitals. What’s next? Much depends on Assad’s next moves and his forces' will to fight. A commander with the insurgents, Hassan Abdul-Ghani, posted on the Telegram messaging app that opposition forces have started carrying out the “final stage” of their offensive by encircling Damascus. The Britain-based Syrian Observatory for Human Rights said Syrian troops have withdrawn from much of the two southern provinces and are sending reinforcements to Homs. If that city is captured, the link would be cut between Damascus, Assad’s seat of power, and the coastal region where he enjoys wide support. “Homs to the coastal cities will be a very huge red line politically and socially. Politically, if this line is crossed, then we are talking about the end of the entire Syria, the one that we knew in the past,” said a Damascus resident, Anas Joudeh. Assad appears to be as allies Russia and Iran are distracted by other conflicts and the Lebanon-based Hezbollah has been weakened by its war with Israel, now under a fragile ceasefire. The U.N. special envoy for Syria, Geir Pedersen, is calling for urgent talks in Geneva to ensure an “orderly political transition,” saying the situation is changing by the minute. He met with foreign ministers and senior diplomats from eight key countries including Saudi Arabia, Russia, Egypt, Turkey and Iran on the sidelines of the Doha Summit. President-elect Donald Trump in his on the developments in Syria said the besieged Assad didn’t deserve U.S. support to stay in power. “THIS IS NOT OUR FIGHT,” Trump posted on social media.

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wouldn’t seem to owe an obvious debt to the films of James Cameron. But key special effects in the latest simian adventure couldn’t have happened without Weta Workshop’s creations for the Oscar-winning . “The Water Solver we used came off the back of that movie and had a good half-dozen years of concentrated research and development into water simulation. So coming into the project, that was one of the aspects of this film that I wasn’t as concerned about,” says visual effects supervisor Erik Winquist. While the building blocks for the effects were there, pulling off director Wes Ball’s vision required “a different mix” of the water itself. “The ferocity and turbulence of the water is very different from what was done with . This gave us opportunities to add improvements to that tool set,” Winquist says. Set 300 years after , sees a young ape named Noa, played by Owen Teague, embarking on a treacherous quest that leads him to Kevin Durand’s tyrannical Proximus Caesar. Not only has the narrative timeline rocketed forward, but so has the technology used to depict it. Those advances enabled the most authentic re-creation of two notoriously challenging effects: water and hair, or more specifically, ape hair. They come together in an action set piece that ends with Peter Macon’s evolved orangutan Raka being engulfed by roiling rapids. “We knew it was possible because Loki, the simulation framework we use at Weta, handles all of our simulation requirements,” Winquist explains. “We use it to simulate hair, whether dry or wet, and water. But we can also simulate those two things together so they affect each other.” There was also plenty of fire (“A complete inferno,” Winquist calls it). That’s where the effects maven, who worked on the previous trilogy and received an Oscar nomination for his work on 2015’s , admits the practical effects were vital for the visual effects team to do their job. “Weta handled all the dangerous stuff they couldn’t do for real, but I can’t downplay what our friends in special effects gave us on location,” he says, citing a village attack sequence as an example. “They had an LPG fire system all around, providing us with real fire and contribution of light. While there were lighting fixtures, the natural fire gave us exact reference for what the exposure should be and the behavior of the flame. We always had something we could anchor our digital fire to.” also benefits from advances in performance-capture suits. Teague wore a streamlined third-generation suit, where elements were integrated internally rather than sitting on the outside of the suit where they might have caught on something. “That is really important when he had to do things like walk out of the bushes,” Winquist says, adding, “A hallmark of the previous trilogy we have carried through is that these are live-action movies where we find and shoot in amazing locations. Doing so meant we needed to come up with motion capture markers that emitted light instead of reflecting it as they would on a stage.” has more than 1,500 visual effects shots, and 33 minutes of the 145-minute film are entirely digital. One of the most striking examples is the opening egg-climb scene, a sequence for which it was difficult to find a location that would work, while the crew wasn’t able to build a physical set big enough to achieve the same effect. “That was a real place and anchored our scene, so we picked up from there,” Winquist says, adding that one of the trickiest aspects of digital environment work is “the organic stuff.” “Doing a cityscape has its challenges, but when you cover that with vegetation and need to have the leaves fluttering to bring life into the place, you need to think about the volume and distribution of organic material in a frame,” he says. “That becomes an incredibly time- and labor-intensive process. I think the opening shot has something like 16 million plant assets scattered throughout it.” Check out other revealing stories about how movies get made at: THR Newsletters Sign up for THR news straight to your inbox every day More from The Hollywood ReporterWhat happens when 'The Simpsons' join 'Monday Night Football'? Find out during Bengals-Cowboys

(File photo) NEW DELHI: The massive gap in subsidies to fisherfolk - $35 (Rs 3,000) per person annually in India, compared with over $75,000 (over Rs 63 lakh) in some advanced countries, has forced government to seek a relook at the global trade negotiations and focus on per capita distribution of subsidies instead of aggregate payout. The current direction of WTO talks, which are seeking to address overfishing concerns by limiting subsidies, are seen to be skewed in favour of European nations, China and Japan. The countries, citing overall subsidy data, are seeking to cap the support in line with the current spend. This will limit the policy space for countries like India which may in future want to provide incentives. The position submitted in a paper at the trade body in Geneva are based on learnings from agriculture where the terms of trade rules favour rich nations "Adopting a per capita distribution of subsidies criterion could provide a more accurate and fair basis for managing overfishing and capacity issues, considering both stock sustainability and livelihood concerns," India has said. It added the annual aggregate level of fishing subsidies can't be the correct measure as they include beneficial as well as subsistence subsidies linked to livelihood, which do not contribute to overcapacity and overfishing.

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