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T-Mobile is making a nine-figure bet on AI customer service

The carrier is investing $100 million in an OpenAI-powered customer-service solution.

Jack Raines

One of the bigger questions to emerge since ChatGPT was launched two years ago is which jobs will be most quickly replaced by generative AI. Two years later, one of the front-runners appears to be customer service. This year, weve seen more and more stories of companies increasingly turning to AI for customer-service solutions, such as Klarna’s AI assistant handling two-thirds of its customer-service chats in February 2024. On Monday, The Information reported that T-Mobile was shelling out $100 million to OpenAI over the next three years to build out “the first intent-driven AI-decisioning platform of its kind”: IntentCX. (The news of this deal broke in September, but the price tag wasn’t reported until this week).

According to T-Mobile, today’s customer-service options are limited because they “are rules-based and work from a finite set of data, and a fixed library of customer treatment options.” As such, “they can only offer an educated guess at the solution for a customer, and then have limited ability to actually take action.”

T-Mobile is training IntentCX on “billions” of data points from customer interactions, and because it will be integrated into T-Mobile’s operations and transaction systems, it will be able to take actions for customers.

While T-Mobile doesn’t explicitly say that it’s looking to replace customer-service representatives with artificial intelligence, it certainly implies that human contact soon won’t be needed for a lot of tasks:

“Proactive Action: IntentCX will connect directly to T-Mobile’s transaction and care systems, to preemptively identify and address customer needs and, where needed, execute tasks autonomously with customer permission. Not just AI-summarized information, but actual solutions.

Real-time decisioning: If a customer contacts T-Mobile about an issue with T-Mobile’s network or service, IntentCX will analyze T-Mobile’s network and service data in real-time and provide a solution that’s appropriate to the moment. This is an unprecedented approach to customer journey management.”

And T-Mobile may look to sell its customer-service software to other companies, too.

“Eventually, this technology could also offer other customer-obsessed companies worldwide the same opportunity to transform their approach to customer engagement, as the technology and business processes being created by this partnership have broad applications across customer-serving industries.”

A couple of thoughts here. First, this is a huge deal for OpenAI. The Information noted that this is one of the largest contracts the company has landed with an enterprise customer so far. If IntentCX is deemed a success, other companies could follow T-Mobile’s lead in 2025, benefiting OpenAI’s top line.

However, more broadly, T-Mobile’s investment marks a shift in how the world is thinking about customer service. T-Mobile is a $263 billion company, not a startup experimenting with different AI tools. If it has decided that AI customer service that automates many customer interactions is worth a $100 million investment, it’s safe to say that other large companies are probably considering automating their customer-service solutions, too, meaning that the days of talking to human representatives about your tech issues might be numbered.

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Hims to stop offering copy of Wegovy pill following FDA scrutiny

Hims & Hers said it has decided to stop offering its newly launched copycat version of Novo Nordisk’s Wegovy pill, after the telehealth company drew criticism from the Food and Drug Administration. 

“Since launching the compounded semaglutide pill on our platform, we’ve had constructive conversations with stakeholders across the industry. As a result, we have decided to stop offering access to this treatment,” Hims wrote on X.

Shares of Hims are down double digits in premarket trading on Monday, while Novo Nordisk ADRs are up more than 6% as of 5:20 a.m. ET.

On Friday afternoon, the FDA said it would take “decisive steps” to restrict GLP-1 compounding. Department of Health and Human Services General Counsel Mike Stuart said on social media Friday he had referred Hims to the Department of Justice “for investigation for potential violations by Hims of the Federal Food, Drug, and Cosmetic Act and applicable Title 18 provisions.”

Hims launched the product last week, a seeming copy of a recently released and patented drug, which immediately drew fire from Novo Nordisk and regulators.

Shares of Hims are down double digits in premarket trading on Monday, while Novo Nordisk ADRs are up more than 6% as of 5:20 a.m. ET.

On Friday afternoon, the FDA said it would take “decisive steps” to restrict GLP-1 compounding. Department of Health and Human Services General Counsel Mike Stuart said on social media Friday he had referred Hims to the Department of Justice “for investigation for potential violations by Hims of the Federal Food, Drug, and Cosmetic Act and applicable Title 18 provisions.”

Hims launched the product last week, a seeming copy of a recently released and patented drug, which immediately drew fire from Novo Nordisk and regulators.

Hims oral semaglutide

Hims, long flying under regulators’ radar, finally strikes a nerve with its Wegovy pill copy

It’s unclear if the pill Hims is selling works or if the FDA will allow it.

$1.3M

There’s still plenty of money to be made in brainrot. The top 1,000 Roblox creators earned an average of $1.3 million in 2025 — up 50% from the year prior — according to CEO Dave Baszucki on the company’s fourth-quarter earnings call.

Roblox paid out $1.5 billion to creators last year, meaning its top 1,000 creators took home about 87% of the total pool.

Like other creator economy giants, Roblox rewards its biggest creators for their contributions to user engagement. Creator-made titles like “Grow a Garden” and “Steal a Brainrot” substantially boosted playing time over the course of the year. In September, the company increased its developer exchange rate, or the ratio of in-game currency to cash payout, by 8.5%.

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