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Assistive Technologies for the Visually Impaired Market Worth $11.25 Billion by 2029 and $20.89 Billion by 2034: Analysis of Trends, Opportunities, Strategies and Key Players
Assistive Technologies for the Visually Impaired Market Worth $11.25 Billion by 2029 and $20.89 Billion by 2034: Analysis of Trends, Opportunities, Strategies and Key Players

Yahoo

time29-05-2025

  • Business
  • Yahoo

Assistive Technologies for the Visually Impaired Market Worth $11.25 Billion by 2029 and $20.89 Billion by 2034: Analysis of Trends, Opportunities, Strategies and Key Players

Assistive Technologies for the Visually Impaired Market Dublin, May 29, 2025 (GLOBE NEWSWIRE) -- The "Assistive Technologies for the Visually Impaired Market Opportunities and Strategies to 2034" report has been added to report describes and explains the assistive technologies for visually impaired market and covers 2019-2024, termed the historic period, and 2024-2029, 2034F termed the forecast period. The report evaluates the market across each region and for the major economies within each region. The global assistive technologies for visually impaired market reached a value of nearly $6.11 billion in 2024, having grown at a compound annual growth rate (CAGR) of 8.09% since 2019. The market is expected to grow from $6.11 billion in 2024 to $11.25 billion in 2029 at a rate of 12.99%. The market is then expected to grow at a CAGR of 13.17% from 2029 and reach $20.89 billion in in the historic period resulted from the improvements in internet connectivity, rising prevalence of visual impairments, rising healthcare expenditure and increased government initiatives and regulations. Factors that negatively affected growth in the historic period were privacy and security concerns and low healthcare access in developing forward, growing use of smartphones, expansion of e-commerce platforms, increasing aging population worldwide and rising demand for independent living solutions will drive the growth. Factor that could hinder the growth of the assistive technologies for visually impaired market in the future include economic global assistive technologies for visually impaired markets are fragmented, with a large number of players operating in the market. The top ten competitors in the market made up 8.04% of the total market in 2023. Cambium Learning Group was the largest competitor with a 2.39% share of the market, followed by Vispero Group (VFO) with 1.08%, Eschenbach Optik GmbH with 0.93%, Acer Inc. with 0.87%, Optelec Inc. with 0.67%, OrCam Technologies Ltd. with 0.56%, Google LLC with 0.50%, HumanWare Group with 0.48%, LVI Low Vision International AB with 0.32% and eSight Corporation with 0.24%.North America was the largest region in the assistive technologies for visually impaired market, accounting for 36.07% or $2.2 billion of the total in 2024. It was followed by Asia-Pacific, Western Europe and then the other regions. Going forward, the fastest-growing regions in the assistive technologies for visually impaired market will be Asia-Pacific and South America where growth will be at CAGRs of 15.12% and 14.11% respectively. These will be followed by Africa and Middle East where the markets are expected to grow at CAGRs of 13.84% and 13.60% assistive technologies for visually impaired market is segmented by type into educational devices and software, mobility devices, low vision devices and other types. The educational devices and software market was the largest segment of the assistive technologies for visually impaired market segmented by type, accounting for 41.49% or $2.53 billion of the total in 2024. Going forward, the educational devices and software segment is expected to be the fastest growing segment in the assistive technologies for visually impaired market segmented by type, at a CAGR of 15.08% during assistive technologies for visually impaired market is segmented by distribution channel into online retail, offline retail and direct sales. The online retail market was the largest segment of the assistive technologies for visually impaired market segmented by distribution channel, accounting for 46.47% or $2.84 billion of the total in 2024. Going forward, the online retail segment is expected to be the fastest growing segment in the assistive technologies for visually impaired market segmented by distribution channel, at a CAGR of 17.52% during assistive technologies for visually impaired market is segmented by end user into blind schools, enterprises and social organizations, personal use, hospitals and other end users. The enterprises and social organizations market was the largest segment of the assistive technologies for visually impaired market segmented by end user, accounting for 44.86% or $2.74 billion of the total in 2024. Going forward, the enterprises and social organizations segment is expected to be the fastest growing segment in the assistive technologies for visually impaired market segmented by end user, at a CAGR of 15.37% during top opportunities in the assistive technologies for visually impaired market segmented by type will arise in the educational devices and software segment, which will gain $2.58 billion of global annual sales by 2029. The top opportunities in the assistive technologies for visually impaired market segmented by distribution channel will arise in the online retail segment, which will gain $3.52 billion of global annual sales by 2029. The top opportunities in the assistive technologies for visually impaired market segmented by application will arise in the enterprises and social organizations segment, which will gain $2.86 billion of global annual sales by 2029. The assistive technologies for visually impaired market size will gain the most in the USA at $1.56 strategies for the assistive technologies for visually impaired market include advancements in wearable smart glasses enhancing independence with assistive technologies, integration of AI in assistive technologies enhancing personalized solutions for the visually impaired, focus on accessible smartphones driving innovation in assistive technologies and advancements in digital accessibility expanding inclusivity and usability for visually impaired strategies in the assistive technologies for visually impaired market include focus on strengthening its business operations through new developments and business operations through strategic take advantage of the opportunities, the analyst recommends the assistive technologies for visually impaired companies to focus on wearable smart technology to support independence in visually impaired individuals, focus on integrating AI to create personalized assistive technologies, focus on developing accessible smartphones for visually impaired individuals, focus on improving digital accessibility for visually impaired users, expand in emerging markets, focus on expanding distribution channels for assistive technologies for visually impaired, focus on developing competitive pricing strategies for assistive technologies for visually impaired, focus on leveraging digital marketing for assistive technologies for visually impaired, focus on partnerships with social organizations and enterprises for promotion, focus on the online retail market for assistive technologies for visually impaired and focus on enterprises and social organizations market for assistive technologies for visually Market Trends Advancements in Wearable Smart Glasses Enhancing Independence With Assistive Technologies Integration of AI in Assistive Technologies Enhancing Personalized Solutions for the Visually Impaired Focus on Accessible Smartphones Driving Innovation in Assistive Technologies Advancements in Digital Accessibility Expanding Inclusivity and Usability for Visually Impaired Users Markets Covered:1) by Type: Educational Devices; Software; Mobility Devices; Low Vision Devices; Other Types2) by Distribution Channel: Online Retail; Offline Retail; Direct Sales3) by End User: Blind Schools; Enterprises and Social Organizations; Personal Use; Hospitals; Other End UsersKey Companies Profiled: Cambium Learning Group; Vispero Group (VFO); Eschenbach Optik GmbH; Acer Inc.; Optelec China; Australia; India; Indonesia; Japan; South Korea; USA; Canada; Brazil; France; Germany; UK; Italy; Spain; RussiaRegions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Series: Five years historic and ten years Ratios of market size and growth to related markets; GDP proportions; expenditure per capita; assistive technologies for the visually impaired indicators Attributes Report Attribute Details No. of Pages 296 Forecast Period 2024-2034 Estimated Market Value (USD) in 2024 $6.11 Billion Forecasted Market Value (USD) by 2034 $20.89 Billion Compound Annual Growth Rate 13.1% Regions Covered Global The companies featured in this Assistive Technologies for the Visually Impaired market report include: Cambium Learning Group Vispero Group (VFO) Eschenbach Optik GmbH Acer Inc Optelec Inc OrCam Technologies Ltd. Google LLC HumanWare Group LVI Low Vision International AB eSight Corporation Sony Corporation HumanWare ViewPlus Technologies Nippon Telesoft Co., Ltd. Envision AI Microsoft Corporation Thinkerbell Labs Ikotek Artha France Banca Sella iVision Tech Sonova Holding AG Essilor International Reinecker Vision GmbH Dolphin Computer Access Ltd. Sight and Sound Technology Ltd. Eurobraille SA Braille Works Apple Plantronics Inc American Thermoform Corporation Freedom Scientific Inc AbleNet, Inc Access Ingenuity Amal Glass Vinsighte Limited Torchit Sensory Solutions ReAble For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends. Attachment Assistive Technologies for the Visually Impaired Market CONTACT: CONTACT: Laura Wood,Senior Press Manager press@ For E.S.T Office Hours Call 1-917-300-0470 For U.S./ CAN Toll Free Call 1-800-526-8630 For GMT Office Hours Call +353-1-416-8900Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

Logitech's One-of-a-Kind Accessible Gaming Rig
Logitech's One-of-a-Kind Accessible Gaming Rig

Associated Press

time22-05-2025

  • Entertainment
  • Associated Press

Logitech's One-of-a-Kind Accessible Gaming Rig

Logitech Blog A New Way to Game Two years ago, while awaiting surgery to address a unique medical condition, 12-year-old Daire Gorman desperately needed to find a new way to game. And so began a collaboration with Big Life Fix, a Raidió Teilifís Éireann (RTE) program that brought together a team of specialized Irish designers seeking to improve the lives of those in need. Since its premier in 2020, the RTE team has helped disabled athletes, creatives, and professionals find new ways to enjoy old hobbies—and Daire hoped he would be next in line to receive an innovative, life-changing solution to his gaming needs. For this build, designers from Big Life Fix partnered with both Microsoft and Logitech. This all-star partnership of two of the world's most prominent computer peripherals manufacturers sought to craft a thoughtful, one-of-a-kind gaming rig uniquely fit for Daire's situation. 'Gaming's not [just] a pastime for me,' The 12 year-old explained during a home interview with RTE. 'If I have a tough day at school or if I'm feeling really frustrated and tired, I come in here and escape from everything—it's my holiday.' Daire is one of seven people in the entire world with Crommelin Syndrome, an extremely rare condition that causes those affected to be born without certain body parts. He's spent his life without arms from the elbow down, without a femur bone in both of his legs, and with just four toes on each foot. If you ask anyone around him, though, his personality is what seems to stand out most. 'His condition means he's quite limited in lots of things,' said Trevor Vaugh on the television program, designer and inventor featured on the Big Life Fix who initially worked with Daire. 'He struggles to walk; he doesn't have his arms; [but] he's developed this incredible attitude that kind of knocks you back.' 'He's such a positive, extroverted guy,' added Niall White, Technical Mechanical Engineering Leader at Logitech G. 'He never gets down on himself.' Prior to his operation, Daire played games exclusively with his feet, which as a result have become stronger and nimbler, his toes curled inwards to reach the buttons on his controller. Despite this arduous positioning of his feet and the near constant pain it causes, Daire still finds profound joy in gaming. 'That console and this controller…they're my lifeline,' he admitted during an RTE interview, seated with a PlayStation controller between his feet, voice still with a high, boyish timbre. 'If something bothers me—frustrates me—this is the place to go.' Although Daire's planned surgery intended to straighten his legs and lessen his day-to-day pain, it came at a dire cost: it would limit his ability to hold a video game controller for longer periods of time. After months of innovation, iteration, and testing, the Big Life 'Fixers', including Logitech Electrical Engineer Shane Phelan, worked together to build Daire a brand-new, custom-made gaming rig. Over twenty individuals worked on the project, culminating in a gaming chair, footpad with pedal controls, and RGB-lit arm cuffs, which Daire controlled through an array of interior buttons. This design allowed Daire to not only utilize his feet but his arms as well, something he wasn't able to do with his previous gaming setup. The RGBs also enabled him to customize the setup with his own personal flair. When the team presented Daire with his new rig, he placed his arms into the cuffs, hesitated, wiped his eyes on his sleeve, and wept, overcome with gratitude. 'It's amazing,' he whispered, through tears and sniffles. 'It's mad!' 'It was mind-blowing what they can do and what they've done,' his father added. 'For people to give up their free time, to put what they do for a living into our son… I can't thank everybody enough' A Rig That Lasts For a moment, it seemed that Daire's woes were solved, and he went through with his operation looking forward to a recovery full of rest and gaming. Sadly, the joy didn't last. Daire's rig quickly began to show signs of wear and tear. Buttons jammed, and, distressingly, longer gaming sessions left him with immense arm fatigue. When Logitech learned of the situation, the company sent a team of designers to collaborate with Daire on remedying the situation. Although they worked tirelessly, replacing and adjusting various parts, with each successive attempt to repair the device, something different seemed to go wrong. It eventually became clear that smaller fixes wouldn't suffice; a rebuild was needed. Daire, who had patiently waited months for a fix that seemed increasingly impossible, deserved a rig that would last him a lifetime. That's when Logitech brought on Anna Hurley, a promising product design graduate from the University of Limerick, who joined Logitech and was given full creative freedom to create a bold new vision for Daire's new accessible gaming rig. It was an ambitious project. The team aimed to complete in three months what would normally take a year or more, but Daire had waited long enough. 'I immediately hit the ground running,' Hurley said. 'I was able to have a few prototypes ready when I did meet [Daire] a few weeks after I started.' After digging into the original model, she found that: Several components on the device, including the footpad and arm cuffs, were not designed to withstand the full strength of arms and feet, which—due to his condition—Daire was forced to employ during every gaming session. This caused buttons, joysticks, and circuit boards to wear down over time—and eventually left the rig in an unplayable state. Further, even when operating as intended, the cuffs were positioned in such a way that Daire held his arms straight out in front of him, parallel to the floor, while gaming, which led to fatigue and shortened gaming sessions. The footpad panel was also too small for his growing feet, with sharp edges and no area for Daire to comfortably rest. Finally, the original chair's frame was connected to a heavy circular ground mat, which was so big that Daire could not get in or out of the chair without assistance. As Daire is now a teenager, independence is important as a feature and function. Hurley and the Logitech team stripped the original model down to the bone, unpacking each and every design, mechanical, and engineering decision—and going back to the drawing board to create a more durable, accessible chair. A period of prototyping followed. Daire and his family visited Logitech's office in Cork for testing, and Hurley, with a can-do attitude, explored a variety of changes to the initial model. Eventually, here's what the team settled on: The original footpad, which was originally less than a foot in length, grew significantly, containing stronger materials and a larger padded space on which Daire could rest his feet. This new design also removed the arm cuffs entirely, replacing them with the familiar joysticks Daire already used for his electric wheelchair. Lastly, Hurley swapped the circular foundation of the original chair with a smaller flat panel, allowing Daire to use any chair he'd like and, more importantly, climb in and out of the rig on his own. As a personal touch, the Logitech team also included a large Liverpool crest, Daire being a massive fan of the team. 'Daire is such a fun-loving kid, and he was so adaptable with everything we gave him.' Hurley exclaimed after completing the build. 'Anna took on everything really, really quickly,' said Mona Sharma, Logitech Senior Industrial Designer and Anna Hurley's Mentor throughout this process. 'She was bright, conscientious, organized, and got what we needed done and more.' Christmas Comes Early On December 20th, 2024, Niall, Anna, and several other members of Logitech's design team made the drive north from their Cork office up to the Gorman residence to deliver the new and improved gaming rig. It was a four-hour journey through the heart of Ireland—past large cities, quaint villages, dewy farmland, and eventually into the sleepy country town that Daire calls home. Once installed, Daire's new rig—with its smaller footprint, red paint, and Liverpool crest, perched amongst a sea of Liverpool merchandise and signed jerseys—there's an overwhelming sense that this updated model was just that: his. 'Oh, wow!' Daire gasped, eyes lit up as he piloted his electric wheelchair across the room towards the new device. 'That's UNREAL!' With an impossibly large grin, Daire got settled, placed his feet on the improved footpad, and rested his arm on the new joystick, the same trusty component he used to control his wheelchair. Then, he began to play. He had no issues whatsoever. 'I barely got a word from him after that!' explained Hurley, who watched on from afar as Daire indulged himself in a round of FIFA. 'He was just engulfed in the game…and that's what we wanted out of all of this.' 'It was such a pleasant experience,' she said, reflecting on the entire process. 'Daire is fantastic, well-mannered, and super polite—and his family was so supportive.' The Final Fix To ensure the best possible gaming experience, the Logitech team remains in contact with Daire's family to continue to monitor and maintain the device should any needs arise. Learn more about design and innovation at Logitech here. Visit 3BL Media to see more multimedia and stories from Logitech

Listening To Customers To Power Product Innovation
Listening To Customers To Power Product Innovation

Forbes

time14-05-2025

  • Business
  • Forbes

Listening To Customers To Power Product Innovation

Maile Keone, CEO of Listen Technologies, turns ideas into action as a leader in assistive listening & communications. Early in my career, I went to a customer feedback session at a big performing arts center. An older man with a hearing aid came up to me and said, 'I just want to sit down, push a button and hear the show.' He told me that using different listening devices at different places was so confusing that he often skipped going to theaters. That moment really stayed with me. This interaction underscored a fundamental truth in any assistive technology industry: It's only as effective as its ability to meet customer needs. For my company, that means developing products that are technologically advanced, as well as intuitive and easy to use. Over the years, customer feedback like this has directly influenced our product design and innovation strategy. Let's explore how being customer-centric can drive innovation and amplify your ability to meet customer needs: In the assistive listening and communication industry, the customer experience isn't just about sound quality—it's about accessibility and ease of use. We've learned that the two biggest concerns for customers are: • How do I connect? • How good is the audio quality? Our end users are often older and may have hearing aids with varying levels of compatibility. This makes it critical for our systems to be simple and consistent. When we were developing a Wi-Fi audio streaming service, we heard from universities that students and staff were having a hard time connecting—especially when there were hundreds of channels to sort through. So, we simplified the app interface, boosted signal strength for larger spaces and added a beacon to auto-trigger content. That kind of feedback was key to shaping the product and making sure it actually worked for higher ed. Another example: Users told us they wanted a solution that allowed them to stream audio directly to their hearing devices without needing additional hardware or a complicated setup. Broadcast audio technology we developed now allows us to deliver audio directly to compatible hearing aids, earbuds or our very own dedicated receiver, making the experience effortless for the end user. The key to being customer-centric is not just gathering feedback—it's acting on it and making customer feedback part of your product development cycle. One example of real-time customer feedback in action came when we asked theater owners to show us the biggest issue with our products. Without hesitation, they dropped a receiver from a seat—and we watched as the batteries rolled all the way down the sloped floor, right through the rows. It was clear. We tightened up the battery enclosure immediately. Being customer-focused doesn't stop once a product is launched. It's an ongoing cycle of listening, learning and adjusting. Feedback isn't just about collecting opinions—it's about asking the right questions and paying attention to what's really being said. I recommend staying in close contact with partners, venues, staff and end users to find out what's working and what's not. That means going beyond surface-level comments and getting to the root of the issue. If someone says, 'It's hard to connect,' that could mean anything from a clunky app interface to weak signal strength—or even unclear instructions from staff. The key is understanding why they're having the problem so you can solve the right thing, not just the most obvious one. We do this through regular check-ins, structured surveys and, importantly, through real conversations in the field. Some of the most useful insights come from those informal chats that weren't even planned. To us, being truly customer-centric means hearing what people say, understanding what they mean and being willing to adapt based on what we learn. That mindset is what drives meaningful improvements—and builds stronger relationships with the people who count on our solutions. In closing, listening to customers isn't just about making better products—it's about building trust. When people feel heard, they're more likely to stay engaged, share feedback and recommend what you do. And when you make it easier for them to share, you're not just improving your technology; you're making spaces more accessible and inclusive. The takeaway for any business is simple: Real innovation starts with listening. Stay close to your customers, respond with intention and you'll be able to build solutions that matter. Forbes Business Council is the foremost growth and networking organization for business owners and leaders. Do I qualify?

Off the Grid: Sally breaks down USA TODAY's daily crossword puzzle, Where's the Rest?
Off the Grid: Sally breaks down USA TODAY's daily crossword puzzle, Where's the Rest?

Yahoo

time10-05-2025

  • Entertainment
  • Yahoo

Off the Grid: Sally breaks down USA TODAY's daily crossword puzzle, Where's the Rest?

There are spoilers ahead. You might want to solve today's puzzle before reading further! Where's the Rest? Constructor: Jake Halperin Editor: Anna Gundlach SHAW (40D: "Killing Eve" actress Fiona) Killing Eve (2018-2022) is a BBC series about an investigator, Eve Polastri, who is tracking the psychopathic assassin, Villanelle. The show is based on the Villanelle series of books by Luke Jennings. Sandra Oh portrays Eve (who is recruited off-the-books by MI6), and Jodie Comer plays the role of Villanelle. This much I knew, from writing about Killing Eve previously. Today I learned that Fiona SHAW portrays Carolyn Martens, the head of the Russia Section at MI6. BLIND (6A: Like some users of screen readers) Screen readers are assistive technology devices that convert texts and images into spoken words. In addition to being used by those who are BLIND, screen readers can also be beneficial to users who are visually impaired or who struggle with reading. CAIRO (14A: Egyptair hub city) CAIRO is the capital and largest city of Egypt. Egyptair, with its hub in CAIRO, is a state-owned airline of Egypt. YEN (19A: Currency of Japan) and LIRA (3D: Currency of Turkey) We're getting a currency review today, so I decided to add a capital review along with it. Tokyo is the capital of Japan. Ankara is the capital of Turkey. ARCH (24A: Structure with a keystone) The keystone is the wedge-shaped piece at the top of an ARCH. During the construction of an ARCH, the keystone is the final piece placed. Until the keystone is in place, the ARCH will not be self-supporting. OKRA (31A: Gumbo thickener) and STEW (39D: Gumbo or goulash) Gumbo is a STEW that originated in Louisiana. Gumbo is made of meat or shellfish along with celery, bell peppers, and onions. Some gumbo is made using OKRA as a thickener, although filé powder (dried and ground sassafras leaves) may be used in its place. Goulash, which is a national dish of Hungary, is a meat and vegetable STEW. SCOTS (34A: Glaswegians, e.g.) Glaswegians is the demonym (the word used to denote a person from a specific place) for residents of Glasgow, which is the largest city in Scotland. ADAM (59A: "___ Ruins Everything" host Conover) ADAM Ruins Everything is an educational TV series that originally aired on TruTV from 2015-2019. ADAM Conover stars as himself, and serves as the host of the show who acts as a guide as common misconceptions are debunked through the use of sketches, time travel, and animated segments. Episodes include: "ADAM Ruins Cars," "ADAM Ruins Voting," ADAM Ruins Football," and "ADAM Ruins What We Learned in School." EMPIRE STATE (64A: Nickname for the Big Apple's home) The Big Apple is a nickname for New York City, which is located in the EMPIRE STATE of New York. Interestingly, the origin of New York's nickname of the EMPIRE STATE is unknown. It is thought that it may be a reference to the state's wealth and resources. The EMPIRE STATE Building in New York City is named after the state nickname. AIOLI (68A: Emulsified garlic sauce) AIOLI is a garlic sauce used in northwestern Mediterranean cuisines. AIOLI is an emulsified sauce, which means it is a stable mixture of two liquids that are normally unmixable (meaning they separate upon standing). The liquids being combined in AIOLI are garlic juice (from crushing garlic) and oil. AC/DC (1D: "Thunderstruck" band) "Thunderstruck" is a 1990 song by the hard rock band AC/DC, from their album The Razors Edge. It is used as a theme song by the WNBA's Seattle Storm. IBIZA (8D: Mediterranean island known for its club scene) IBIZA is an island in the Mediterranean Sea off the eastern coast of Spain. IBIZA is known for its nightlife, and is home to the "world's largest nightclub," according to the Guinness Book of World Records. UNVRS (previously known as Privilege IBIZA) has a capacity of 10,000 people. UNVRS has been closed since 2019, but is scheduled to reopen May 30 of this year. STAN (42D: Suffix for Kazakh- and Kyrgyz-) KazakhSTAN and KyrgyzSTAN are countries in Central ASIA. The countries border each other, and they are both landlocked. The Persian suffix -STAN means "place of" or "home of." Kazakhstan and Kyrgyzstan are two of the seven countries whose names end in the letters STAN. The other five countries are Afghanistan, Pakistan, Tajikistan, Turkmenistan, and Uzbekistan. A few other clues I especially enjoyed: A TO Z (21A: From ___ (the whole kit and caboodle)) GOSH (54A: "Well, butter my biscuit!") TAIL (2D: Part of mermaid costume) DIRE STRAITS (17A: More than just a spot of bother) SHARES THE WEALTH (41A: Spreads one's good fortune) EMPIRE STATE (64A: Nickname for the Big Apple's home) WHERE'S THE REST?: The word REST is found in each theme answer: DIRE STRAITS, SHARES THE WEALTH, and EMPIRE STATE. I found the REST! The title of this puzzle is the perfect set up for an "Aha!" moment when the word REST is discovered hiding in the theme answers. Now we can all REST easy knowing we've solved today's crossword. Thank you, Jake, for this enjoyable puzzle. USA TODAY's Daily Crossword Puzzles Sudoku & Crossword Puzzle Answers This article originally appeared on USA TODAY: Crossword Blog & Answers for May 10, 2025 by Sally Hoelscher

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