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“Bandai Namco Launches GameDimensions Wave 2 with New TEKKEN Figures!”

“Bandai Namco expands GameDimensions with Wave 2, featuring TEKKEN figures including Jin Kazama and King. Pre-order now!”

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Last Updated on September 10, 2025 by Daily News Staff

Bandai Namco Toys & Collectibles America (BNTCA) has exciting news for gaming enthusiasts and collectors alike. Following the successful launch of their GameDimensions figure line earlier this year, the company is now gearing up for Wave 2, featuring characters from the beloved TEKKEN franchise. With the upcoming release of TEKKEN 8 on the horizon, fans can now bring their favorite fighters to life through these meticulously crafted action figures.


Bandai Namco
Bandai Namco Toys & Collectibles America (CNW Group/Bandai Namco Toys & Collectibles America Inc.)

“Bandai Namco Launches GameDimensions Wave 2 with New TEKKEN Figures!”

Expanding the GameDimensions Lineup:
Wave 2 of GameDimensions is set to debut in late 2023/early 2024, and it will introduce two iconic characters from the TEKKEN universe: Jin Kazama and King in their TEKKEN 8 outfits. In addition, there will be a special GameStop exclusive version of King with enhanced décor and exclusive accessories. Each figure in the GameDimensions lineup offers superb articulation and comes with game-based effect parts, allowing fans to recreate iconic scenes and poses from the TEKKEN series.

Collaboration with GameStop:
To celebrate the impending release of TEKKEN 8, BNTCA has partnered with GameStop to offer fans a unique opportunity. They can purchase the exclusive GameDimensions TEKKEN – KING [Special ver.] figure, which comes with enhanced decorations and special accessories. This collaboration aims to enhance every fan’s gaming experience by providing them with high-quality collectibles that truly capture the essence of the TEKKEN franchise.

Pre-Order Details:
Fans eager to add these TEKKEN figures to their collections can now pre-order them online. The figures are available for pre-order on Amazon.com, GameStop’s website, and other select retailers for $26.99 each.

About Bandai Namco Toys & Collectibles America Inc.:
Bandai Namco Toys & Collectibles America Inc. is a company dedicated to sharing dreams, fun, and inspiration with people worldwide. By creating engaging and high-quality toys, they aim to connect individuals and societies through enjoyable products and services. Their diverse brand family includes popular franchises such as PAC-MAN, Gundam, Anime Heroes, and Tamagotchi, among others. With a commitment to providing endless “Fun For All into the Future,” Bandai Namco Toys & Collectibles America Inc. continues to captivate children and collectors with their imaginative and entertaining offerings.


As the TEKKEN franchise continues to captivate gaming enthusiasts, Bandai Namco Toys & Collectibles America Inc. is delivering on their promise to provide high-quality collectibles for fans to cherish. With the launch of Wave 2 of the GameDimensions line, featuring TEKKEN characters Jin Kazama and King, along with the exclusive GameStop version of King, collectors can now recreate their favorite TEKKEN moments in stunning detail. Don’t miss out on the chance to pre-order these figures and bring the TEKKEN universe to life on your shelves. For more information, visit www.bandai.com and embark on an exciting journey into the world of TEKKEN.


New waves are now available for pre-order on below links for $26.99.

Amazon.com: Game Dimensions
Tekken 8 with King Action Figure Bundle – PlayStation 5 | PlayStation 5 | GameStop
Bandai Tekken 8 King Game Dimensions 6.5-in Action Figure GameStop Exclusive | GameStop

TEKKEN™8 & ©Bandai Namco Entertainment Inc.

GameDimensions TEKKEN features:

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  • TEKKEN figures are highly detailed to look exactly like your favorite characters from the game
  • Each figure is 6.5 inches tall with 20+ points of articulation allowing endless poses.
  • TEKKEN figures come with extra accessories, including: 2 sets of interchangeable hands, 1 attack effects part and 1 background sheet
  • Each figure also comes with an icon plate stand for display

For more information, visit www.bandai.com

About Bandai Namco Toys & Collectibles America Inc.

Bandai Namco Toys & Collectibles America Inc. exists to share dreams, fun and inspiration with people around the world. Connecting people and societies in the enjoyment of uniquely entertaining products and services, we’re working to create a brighter future for everyone. A leader in developing engaging, quality toys that capture children’s and collector’s imaginative spirit and provide endless “Fun For All into the Future,” Bandai Namco Toys & Collectibles America Inc. is the manufacturer and master toy licensee of some of the most popular brands in children’s toys, pop culture figures and interactive entertainment today. The Bandai Namco Toys & Collectibles America Inc. brand family includes PAC-MAN®, Gundam, Anime Heroes™, Bandai Hobby Model Kits, Tamashii Nations, DIGIMON® and Tamagotchi®, among other toys and hobby product lines. The company is headquartered in Irvine, California. Find out more about our expertise in connecting with kids in fun and fresh ways at www.bandai.com.

All other trademarks are the property of their respective owners.

Bandai logo: TM & © 2022 Bandai Namco

SOURCE Bandai Namco Toys & Collectibles America Inc./ PR Newswire

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Tech

Professional gaming is brutal on the body – inside the growing field of treating esports injuries

Professional gaming can cause serious physical and mental strain, including wrist injuries, back pain, vision problems and sleep disturbances. As esports grows, specialists are developing new prevention and rehabilitation strategies to protect players.

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Young man wearing a black sweatshirt pours yellow pills into his open palm while seated in front of a computer monitor and keyboard. Professional Gaming.
A Taiwanese gamer from the esports team Flash Wolves takes pills during a training session for the ‘League of Legends’ World Championship at a boot camp in Shanghai. Chandan Khanna/AFP via Getty Images

Erica D. Henn, Temple University

Chinese esports player Jian “Uzi” Zi-hao was more than a star “League of Legends” player: He was so talented that his team structured its entire strategy around his abilities, funneling resources to him and another teammate, Shi “Ming” Sen-Ming, so the duo could lead the team to victory. Over the course of his career, he earned more than US$500,000 in tournament prize money.

And yet in 2020, Jian announced his retirement, his storied career cut short by chronic wrist and arm injuries.

He was 25 years old.

Video games have a reputation for keeping people glued to the couch. But for those who compete against the best players in the world, gaming can be surprisingly physically and mentally taxing.

The strain of ‘climbing the ladder’

The best esports players often have grinding schedules. They’re expected to regularly practice, participate in scrimmages and compete in official matches. Even at the recreational level, esports players cite the mental toll: playing for hours a day, every day, to hone their skills so they can “climb the ladder.”

A 2021 study of Portuguese esports players found that 37% experienced anxiety and depression, and 45% experienced sleep disturbances. The most common physical injuries in esports generally fall under eye problems and musculoskeletal issues.

Prolonged screen time leads to many types of vision problems in gamers, from the more common eye fatigue to a decreased ability to focus. Furthermore, the light emitted from screens appears to contribute to sleep disturbances by disrupting the release of melatonin, the hormone that helps regulate your sleep-wake cycle.

Young woman angles her head backward while she dispenses eye drops from a small bottle.
A member of the all-female computer gaming team QWER uses eye drops at her team’s training center in Seoul. Ed Jones/AFP via Getty Images

Many esport players – professional or otherwise – also battle hand and wrist pain, with repetitive button-smashing causing injuries such as carpal tunnel syndrome, tendonitis and “gamer’s thumb,” which arises from overuse or irritation of the tendons around the thumb and wrist. Many of the overuse injuries seen among video game players are also familiar to assembly-line workers, whose jobs can involve similarly repetitive movements.

Then there are the back injuries. Players can remain seated for three or more hours without a break, and this prolonged sitting can take a toll on the lower back and spine.

The sedentary nature of esports has also led to a lesser-known – sometimes fatal – injury called deep vein thrombosis: a blood clot, often in the leg, that can become life-threatening if it travels to the lungs. In 2011, British gamer Chris Staniforth – who would play for as long as 12 hours at a time – died of the condition.

Preventative measures

As more esports injury research has been published, more treatment and prevention strategies have emerged.

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Top esports teams now have physical therapists, performance psychologists, athletic trainers and even massage therapists on staff to optimize the performance and recovery of their players.

Teams often incorporate group exercise activities to both build rapport among players and reduce the risk of injuries. During competition, proper positioning of the spine and limbs has become an essential injury prevention strategy. For example, selecting a chair that encourages an upright posture can reduce pain and injury risk, especially when gamers couple ergonomics with an exercise program that centers on functional strength, mobility and stretching of the upper limbs.

Two young men and one young woman balance on one leg while clasping the raised knee of their other leg with both hands.
Brazilian esports athletes attend a physical training session in Rio de Janeiro in May 2021. Mauro Pimentel/AFP via Getty Images

Looking to the stage

When esports began gaining mainstream popularity in the 1990s and early 2000s, its proponents were eager to draw comparisons to traditional sports and athletic competition. The parallels helped establish esports’ legitimacy and gave non-gamers a familiar framework for understanding the competition.

As esports became a big business and a lucrative career path, players and teams hired a web of support staff – trainers, coaches and therapists – that mirrored the structure of professional sports. In this vein, a lot of esports injury research has pulled from the training methods of traditional sports.

However, as a scholar of exercise science, I think injury treatment and prevention strategies could be further improved by seeing esports competitors as more like musicians and dancers than football players and basketball players.

Performance optimization and injury research on professional performing artists has existed for centuries, and I think it represents a valuable, untapped resource. That’s because the physical and mental stresses experienced during musical performance have a lot in common with esports competition: long stretches of sitting; small, dexterous hand movements; and performing without the real-time input of a coach.

For example, biomechanics research has found similar patterns of forearm muscle fatigue among esports players and piano players. However, no studies to date have directly compared the two groups.

And what if the interest in joint hypermobility or hand size among performing artists were translated to esport populations? Could popular piano warm-up exercises be effective for esports athletes who use keyboards?

Even research on sports like car racing might offer valuable insights. As with gamers, many people overlook how physically demanding car racing can be – and yes, that includes sitting for extended periods of time.

Young man stands watching the blurred figure of another young man moving in front of a large, illuminated device affixed to a wall.
A member of the esport team Vitality observes a demonstration of a reflex-training machine in Enstone, England. Philippe Lopez/AFP via Getty Images

Prevention and rehabilitation techniques continue to improve. Even Jian, the player who retired in 2020, returned to play for a few splits, or partial seasons, in 2022 and 2023.

In July 2023, “League of Legends” star Lee “Faker” Sang-hyeok was relegated to the bench due to cubital tunnel syndrome, an injury that emerges from arm and hand overuse.

Through a treatment plan that included changing his gaming posture and intensive physical therapy, Lee was able to return to play just a month later. He went on to win three consecutive world championships, with his support team helping prevent recurrence of injury throughout each season.

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Thanks to his rehabilitation, Lee’s fans will be able to follow his hunt for his fourth “League of Legends” World Championship, which kicks off in October 2026 in the United States.

Sienna Cinti assisted with the research and writing of this article.

Erica D. Henn, Assistant Professor of Kinesiology and Exercise Science, Temple University

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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health and wellness

Millions of mobile gamers prize stress relief over winning

Mobile Gamers Prize Stress: In the school’s car pickup line, five minutes before it starts moving. In the doctor’s office waiting room for an appointment that you’ve been heavily anticipating. In bed, just before going to sleep. In these transitional moments, many people reach for their phones — not to scroll, but to play.

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Millions of mobile gamers prize stress relief over winning

Millions of mobile gamers prize stress relief over winning

(Sheeka Sanahori) In the school’s car pickup line, five minutes before it starts moving. In the doctor’s office waiting room for an appointment that you’ve been heavily anticipating. In bed, just before going to sleep. In these transitional moments, many people reach for their phones — not to scroll, but to play.

According to a June 2026 survey of more than 128,000 KashKick mobile gamers, playing a mobile game is more than a way to pass the time. Stress relief and relaxation are the top reasons respondents play, beating out entertainment and fun. As KashKick reports, for many people, this means mobile games are less a simple distraction and more a coping mechanism for the daily stress of life.

A quick reset for life’s transitional moments

Most respondents identify as women, and 60% live in households that earn less than $50,000 per year. In the ranking of their reasons for playing, stress relief and relaxation topped the list, with boredom relief, entertainment and fun close behind.

The ranking reads less like a profile of a gaming hobby and more like a profile of a coping behavior.

More than half of the respondents play games daily or multiple times a day. When they reach for a mobile game, about 53% of the time it’s for a short session—usually 30 minutes or less. Where and when people play tells its own story: 58% play in bed before going to sleep and 40% play in the bathroom. These are private, solitary moments, not the times people typically plan entertainment into their day.

Coping with stress by gaming

To understand why respondents play games for stress relief more than for fun, it helps to look at who they are. Among those surveyed, 19% say they’re unemployed or looking for work, and 60% live in lower-income households. There are likely some areas of their life where they must make every dollar stretch to cover the things they need.

The survey findings coincide with research from the American Psychological Association’s 2025 Stress in America report. According to the report, 18% of men and 22% of women under age 65 rate their stress level at eight or higher on a scale of one to 10. Although the KashKick survey didn’t measure stress, respondents are mostly women and fall within the age and income groups the APA found to carry the most stress.

The APA’s report also describes loneliness as a major strain for Americans. The KashKick survey didn’t measure feelings of isolation, but 55% prefer to play alone, and 60% rarely or never discuss their gameplay with friends or family.

Overall, the survey identifies a group of people who have found a routine, low-cost approach to cope with stress. They’re not necessarily there to get the highest score. They’re playing a mobile game to help them navigate a day that, with all of life’s to-dos and challenges, could quickly feel overwhelming.

Methodology

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The KashKick Gaming Habits Survey was fielded from June 8, 2026, through Aug. 10, 2026, among KashKick members in the United States who play mobile games. The Gaming Habits Survey was available to all members on KashKick’s Surveys page post-profile completion. The survey received 128,218 total responses, with question-level response counts ranging from approximately 109,793 to 128,218 depending on attrition. All findings describe KashKick mobile gamers and should not be interpreted as representative of U.S. mobile gamers overall. Industry and stress context references publicly available data from the American Psychological Association, Statista, and Newzoo.

Photo courtesy of Shutterstock collect?v=1&tid=UA 482330 7&cid=1955551e 1975 5e52 0cdb 8516071094cd&sc=start&t=pageview&dl=http%3A%2F%2Ftrack.familyfeatures track

SOURCE:
KashKick

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gaming

LIGHTSPEED STUDIOS Expands Original IP Push With New AAA Framework at GDC 2026

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LIGHTSPEED STUDIOS' revealed its original IP framework at GDC 2026, outlining a new AAA game development strategy led by Creative Director Feng Zhu.
LightSpeed Mocap LA Kristin Gallagher Speaking at GDC 2026

LIGHTSPEED STUDIOS used GDC 2026 to spotlight the next phase of its “Original IP Initiative,” outlining a proprietary development framework aimed at building high-end, original AAA games for a global audience. The studio said the initiative, first introduced at GDC 2025, now includes active development of a new globally driven blockbuster title and a more formalized system for shaping future intellectual property.

A major part of that strategy came from newly appointed Creative Director Feng Zhu, who described a structured approach to original game creation centered on strong visual identity, disciplined worldbuilding, and repeatable production methods. During his GDC session, Zhu introduced the studio’s “90:10 Balance” philosophy, where 90% of a game is grounded in real-world references like authentic locations, historical context, and realistic proportions, while the remaining 10% is used to deliver the creative hooks, tension, and storytelling elements that define the title’s identity.

LIGHTSPEED also emphasized its investment in production infrastructure, including a purpose-built in-house motion capture facility in Los Angeles. Led by Motion Capture Studio Manager Kristin Gallagher, the studio says the facility is designed to handle complex performance capture with greater efficiency, supported by a custom API and advanced technical pipeline developed jointly by teams in LA and across the company’s global network.

LightSpeed Studios Feng Zhu at GDC 2026
LightSpeed Studios Feng Zhu Speaking at GDC 2026

The announcement reinforces LIGHTSPEED STUDIOS’ broader ambition to grow beyond service and co-development work into a stronger portfolio of original blockbuster properties. Best known as a co-developer of PUBG MOBILE and the developer of the upcoming Last Sentinel, the company says its long-term focus is on delivering cinematic, culturally resonant game experiences built for players worldwide.

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