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‘Love Is Blind’ contestants count as employees − new US government agency finding could shake up reality TV production

Reality TV contestants lack employee rights, but the NLRB’s complaint may change their classification and pay protections.

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‘Love Is Blind’ cast members appear at a screening in 2020. Paras Griffin/Getty Images

David Arditi, University of Texas at Arlington

When members of a reality TV show’s cast sign a contract to participate in a show, they typically do so more for the exposure than the pay – and in many cases they do not earn a dime.

Employers get away with what may appear to be a violation of basic labor laws because those contestants are classified as independent contractors, not employees. In the eyes of the law, they do not have the same protections most workers get with just about any other kind of job, such as the freedom to join unions.

It also means that the National Labor Relations Board does not have jurisdiction over them. This may soon change after the government agency filed a complaint against Delirium TV and Kinetic Content, the producers of “Love Is Blind.”

The NLRB complaint states that reality TV contestants are employees and therefore have the right to join a union. Former “Love Is Blind” contestants Renee Poche and Nicholas Thompson had filed a petition requesting this action. In addition to not being able to join a union, they couldn’t even discuss the terms of their contracts due to nondisclosure agreements.

As a sociologist who studies popular culture and labor, I have argued for years that reality TV stars and musicians should be classified as employees.

Reality TV participants, including many of the stars of those shows, are essentially the unpaid interns of the entertainment industry, even though it’s their stories, personalities and talent that attract and hook viewers.

Offering contestants paltry pay

Today’s economy is saturated with precarious employment practices where many corporations classify workers as independent contractors. From musicians to influencers, people work gig jobs where there is no guarantee of pay or employment.

Cupcake Wars,” “Love Is Blind” and other reality TV shows thrive thanks to a simple business model: They are cheap to produce. One reason for that is most participants are independent contractors who work for free or earn paltry pay under the guise of chasing their dreams or gaining exposure.

This arrangement might change after the new NLRB complaint. The NLRB was created during President Franklin D. Roosevelt’s New Deal as an independent government agency tasked with protecting and regulating workers’ rights.

One of its key responsibilities is regulating unions and determining workers’ right to strike. It determines who can join a union and whether a strike is legal.

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Providing a gold mine for networks

To conduct research for my book “Getting Signed: Record Contracts, Musicians, and Power in Society,” I interviewed contestants on “The Voice.”

Former contestants repeatedly told me that the television exposure did little to help their careers.

Prior to joining the show, many of the musicians were trying to scratch out a living through touring or performing. They put their developing careers on pause to chase their dreams.

However, the show’s contracts have stipulated that contestants cannot perform, sell their name, image and likeness, or record new music while on “The Voice.”

Furthermore, viewers might not realize just how profitable these reality shows are.

Take “House Hunters.” The show follows a prospective homebuyer as they tour three homes. Homebuyers featured on the show have noted that they earn only US$500 for their work, and the episodes take three to five days and about 30 hours to film.

The show’s producers don’t pay the real estate agents to be on it.

The low pay for people on reality TV shows matches the low budget for these shows. A former participant wrote that episodes of “House Hunters” cost about $50,000 to shoot. Prime-time sitcoms, by comparison, have a budget of up to $3 million per episode.

Contestants audition for ‘The Voice’ ahead of its 24th season.

Organizing unions within reality TV

That massive budget gap between reality TV and sitcoms is not simply due to an absence of star actors.

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Many scripted television shows are based in Los Angeles, where camera crews, stunt doubles, costume artisans, makeup artists and hair stylists are unionized. But shows like “House Hunters,” which are filmed across the country, recruit crews from right-to-work states.

Employees in those places cannot be compelled to join a union or pay union dues as a condition of employment. For these reasons, unions have far less power in these states than they do in places traditionally associated with show business, such as California and New York.

I think reality TV might become the next show business labor battle. If the NLRB forces “Love Is Blind” to treat its stars and other on-screen participants as employees, it could cascade.

Reality TV production companies could someday be required to pay all contestants wages and limit the hours they work. The Screen Actors Guild-American Federation of Television and Radio Artists, the union known as SAG-AFTRA, could begin to recruit those workers as dues-paying members.

But it’s not certain that any of this will happen. There are many hearings, court cases and appeals in store before it becomes enforceable. And since President-elect Donald Trump will take office before the hearing is scheduled to occur, his appointees could change course.

Still, I think the NLRB’s action demonstrates that reality TV contestants are finally becoming recognized as workers who deserve to be treated better by their employers.

Some portions of this article first appeared in an article published on Sept. 21, 2023.

David Arditi, Professor of Sociology, University of Texas at Arlington

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

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Consumer Corner

LUMISTAR Draws Record Crowds at CES 2026 With AI Tennis and Basketball Training Systems

LUMISTAR’s CES 2026 debut showcased TERO and CARRY, innovative AI sports training systems that engage athletes actively. The systems allow real-time adaptations, transforming training into competitive practice while effectively utilizing performance data for measurable skill development. Pre-orders start March 2026.

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LUMISTAR drew record crowds at CES 2026 with live demos of its AI tennis system TERO and AI basketball trainer CARRY, built to adapt in real time and turn performance data into actionable training.
Tero and Carry at Lumistar CES

LUMISTAR wrapped up its CES 2026 debut in Las Vegas with record-level attention, as live demos of its AI-powered sports training systems consistently drew full crowds throughout the show, according to the company.

The sports-focused AI brand showcased TERO, its AI tennis training system, and CARRY, its AI basketball training system—both described by attendees as “game changers” for how training can be delivered, measured, and scaled.

Why the Booth Stayed Packed

Across multiple days of hands-on demonstrations, LUMISTAR’s booth became a focal point for athletes, coaches, club operators, and sports technology professionals. Visitors repeatedly pointed to one key difference: the systems don’t just record results—they actively participate in training.

That’s a major break from the standard model in sports tech, where:

  • traditional ball machines run pre-set drills, and
  • wearables/video tools analyze performance after a session ends.

Training That Adapts in Real Time

LUMISTAR says both TERO and CARRY combine real-time computer vision, adaptive decision-making, and on-court execution to respond instantly to athlete behavior—adjusting difficulty, tempo, and training logic shot by shot.

Attendees noted that this turns practice from repetition into something closer to competition—an evolving back-and-forth between athlete and system.

“This is not an incremental improvement—it’s a complete rethink of what training equipment should do,” one professional coach attending CES said in the release. “For the first time, the machine is reacting to the athlete, not the other way around.”

From Data Collection to Action

Another standout point from CES feedback: the platform’s focus on turning performance data into immediate training outcomes.

LUMISTAR’s approach emphasizes:

  • continuous data retention across sessions
  • real-time performance interpretation
  • clear visualization of progress and training efficiency

Coaches and athletes highlighted that this could reduce wasted training time and accelerate skill development by making each session measurable and comparable.

What’s Next: Pre-Orders and Kickstarter

LUMISTAR outlined a 2026 rollout plan following CES:

  • TERO opens for pre-orders in March 2026, with full market availability beginning May 2026
  • CARRY launches via Kickstarter in Q2 2026
  • The company will continue private demonstrations and pilot programs with select training institutions worldwide ahead of commercial release

More information is available at https://www.lumistar.ai.

Source: PRNewswire press release from LUMISTAR (Jan. 11, 2026)

STM Daily News is tracking the biggest CES 2026 stories shaping entertainment, culture, and the tech that’s changing how we watch, play, train, and live—bringing you quick-hit updates, standout product debuts, and follow-up coverage as launches roll out in 2026. https://stmdailynews.com/entertainment/

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Entertainment

Smart Gaming: How Parents Can Keep Kids Safe Online

Parents can enhance kids’ safety during online gaming by using privacy settings, researching games, enabling age checks, keeping personal information private, and utilizing parental controls and security tools.

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Last Updated on January 21, 2026 by Daily News Staff

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Smart Gaming: How Parents Can Keep Kids Safe Online

(Family Features) Playing video games can be a fun, social experience. However, online gaming also poses real risks, especially for kids. As a parent, you don’t necessarily need to be a gamer yourself to help keep your children safe when the controller is in their hands.

Consider taking proactive steps like these to create a healthy online gaming environment for kids of all ages.

Check System Privacy Settings
As a first line of defense – before your child even starts gaming – spend some time in the device or console privacy settings. Here you can turn off sharing, disable location tracking, limit microphone and camera access and restrict how other users can interact with your child’s profile. Similarly, many games and platforms include built-in privacy settings that can be tailored to your child’s age and online experience. These settings may allow you to limit who can view your child’s profile or send a friend request, message or voice chat.

Research Games
Because not all games are created equal, look up game ratings through a service such as ESRB before buying or downloading to understand the maturity level of the game and determine if it’s appropriate for your child. To take it a step further, read reviews from other parents or watch gameplay videos to see if you deem not only the content but also the social interaction acceptable.

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Use Facial Age Estimation
Online platforms are increasingly looking for ways to keep users safe, and that includes added levels of verification. As part of a multilayered approach to safety, Roblox is the first online gaming platform to require age checks for users of all ages to access chat features, enabling age-appropriate communication and limiting conversations between adults and minors. These secure age checks are designed to be fast, easy and secure using Facial Age Estimation technology directly within the app.

“Our commitment to safety is rooted in delivering the highest level of protection for our users,” said Matt Kaufman, chief safety officer at Roblox. “By building proactive, age-based barriers, we can empower users to create and connect in ways that are both safe and appropriate.”

Once age-checked, users are assigned to one of six age groups: under 9, 9-12, 13-15, 16-17, 18-20 or 21 and older, ensuring conversations are safe and age appropriate. Age checks are optional; however, features like chat will not be accessible unless an age check is completed. Chat is also turned off by default for children under age 9, unless a parent provides consent after an age check.

Keep Personal Information Private
It’s seldom a bad idea to be extra cautious when interacting with strangers online, even if they seem friendly enough while playing the game. Teach children what information not to share, including their full name, address, birthday, school name, phone number, email address, passwords or any photos that may contain any personal information (like a house number or school logo) in the background. Also encourage a screen name and generic avatar for added privacy.

Turn on Parental Controls
Designed to allow parents a supervisory role in their child’s online gaming experience, parental controls on many platforms include the ability to set schedules and limit playtime, restrict access to certain content or social features, require a password for purchases or set a spending limit.

Avoid Clicking Unfamiliar Links
Player profiles and in-game chats may include links to external sites, including those promising rewards or cheat codes. Because they can be used to gain access to personal information, remind your children to ask an adult before clicking any unfamiliar links while gaming so they can be verified as trustworthy.

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Employ Privacy and Security Tools
While system or console-specific settings allow parents to set content restrictions, approve downloads, manage friends lists and more, additional layers of security are sometimes necessary. Extra safeguards such as antivirus and internet security software, DNS (domain name system) filtering and two-factor authentication can also be enabled to help keep kids safe online.

For more tools to help parents make informed decisions and support their children’s gaming experience, visit corp.roblox.com/safety.

Photo courtesy of Shutterstock (father and daughter playing video game)

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SOURCE:
Roblox

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Consumer Corner

UOG Wins Three CES 2026 Awards for Black Diamond Carbon & Nano Silver Wellness Wearables

At CES 2026, United One Group Healthcare (UOG) highlighted wellness wearables, winning three significant awards for its innovative products, including the UOG 5-in-All Wellness Band and Socks. These recognition honors emphasize practical consumer value and meaningful innovation, marking UOG as a leader in non-invasive wellness technology.

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Last Updated on January 20, 2026 by Daily News Staff

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CES® 2026. Image Credit: Consumer Technology Association (CTA)®

LAS VEGAS — CES is usually where the flashiest screens, fastest chips, and wildest concept gadgets steal the spotlight. But this year, wellness wearables made a serious push into the conversation—and United One Group Healthcare (UOG) walked away with some of the show’s biggest editorial wins.

United One Group (UOG), the developer behind what it calls the world’s first Black Diamond Carbon & Nano Silver fusion wellness technology, announced it earned three major industry awards at CES 2026—plus an on-floor boost when a CES official spokesperson publicly highlighted UOG’s featured productsduring the event.

Three CES 2026 Awards for UOG’s 5-in-All Line

According to the company, UOG’s wearable wellness products received:

  • Two TWICE Picks Awards for
    • UOG 5-in-All Wellness Foot Pain Relief Socks
    • UOG 5-in-All Wellness Band
  • One TechRadar Pro Picks Award for
    • UOG 5-in-All Wellness Band

That kind of cross-recognition matters at CES, where editorial awards are often split across categories and audiences. UOG’s haul places it among a smaller group of wellness-focused brands to earn multiple editorial honors—including wins from both TWICE (a key consumer electronics and retail publication in the U.S.) and TechRadar Pro (a global tech and professional solutions outlet).

Why These Awards Carry Weight

Both award programs are editor-selected, not paid placements, which is a big deal in a show environment packed with marketing noise.

  • TWICE Picks Awards spotlight products that show market readiness, performance, and practical consumer value.
  • TechRadar Pro Picks Awards focus on meaningful innovation, usability, and real-world impact.

In other words: these wins aren’t about the loudest booth—they’re about products editors believe people will actually use.

CES 2026 Awards 2
UOG Healthcare Products Information (PRNewsfoto/United One Group (UOG) America)

What UOG Showed Off at CES 2026

UOG’s CES lineup centers on non-invasive, wearable wellness gear that integrates its proprietary Black Diamond Carbon & Nano Silver nanotechnology. The company says the material is designed to support microcirculation, activate the body’s natural electrical pathways, and encourage recovery—without electronics or medication.

Here’s a quick look at the featured products:

1) UOG 5-in-All Wellness Band (Award Winner)

The 5-in-All Wellness Band was the standout, earning recognition from both TWICE and TechRadar Pro. UOG describes it as a soft, flexible, one-size wearable designed to support:

  • deeper sleep
  • headache relief and reduced cranial tension
  • neck and shoulder relaxation
  • stress reduction through parasympathetic nervous system support

UOG positions it for people dealing with insomnia, migraines, eye fatigue, frequent travel, and high-stress routines.

2) UOG 5-in-All Wellness Foot Pain Relief & Diabetic Support Socks (Award Winner)

Also a TWICE Picks Awards winner, these socks are aimed at relief for:

  • plantar fasciitis
  • neuropathy
  • swelling
  • chronic foot fatigue

The company says the design includes a three-zone arch system and targeted cushioning to support circulation and nerve function—especially for people managing diabetes or circulation issues.

3) Performance Sports Socks, Knee Sleeves, and Arm Sleeves

UOG also featured additional recovery-focused wearables, including:

  • Performance Sports Socks for circulation support, fatigue reduction, and daily recovery
  • Knee Sleeves engineered for joint stabilization and compression-based comfort
  • Arm Sleeves designed to support endurance, flexibility, and reduced arm/elbow fatigue

The common thread: UOG’s nanotech material paired with compression and ergonomic design, aimed at everyday users as much as athletes.

What’s Next for UOG After CES

UOG says its long-term mission is to merge advanced nanotechnology with accessible wellness solutions—and it plans to expand into next-generation recovery wear, biosensor-integrated systems, and AI-driven wellness platforms.

At a show where “the future” often means bigger, brighter, and faster, UOG’s CES moment points to a different direction: wellness tech that’s wearable, practical, and built around daily life.

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UOG at CES 2026

UOG exhibited at Booth #56227 at the Venetian Expo in Las Vegas, offering live demos, performance testing, and product trials throughout the show.

More info about UOG at CES 2026

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