Skip the Wait: Progress in Women’s Healthcare is Here

When contraceptives were first introduced in the United States, women were not cautioned about potential side effects such as heart attacks or blood clots. It wasn’t until about a decade later that significant action was taken. In her 1969 book Physician’s Case of Medication, journalist and activist Barbara Seaman compiled testimonials from women who had suffered these symptoms for years. Her advocacy led to a Senate hearing on drug safety, which resulted in the inclusion of critical information regarding lower dosage and side effects.

This was not an isolated delay in addressing women’s voices, particularly regarding medications. Despite substantial anecdotal evidence from users, large trials connecting drugs to another side effect—depression—did not emerge until the 2010s linking studies began to surface.

The same can be said for individuals suffering from chronic fatigue syndrome, where 80% of those affected are women. Despite overwhelming testimony regarding debilitating consequences, research on this condition has been limited over the years in similar contexts (long-standing community) – leading to loss of funding.


When thousands of individuals express similar concerns regarding their health, we must heed their voices.

This week’s 36-page feature article highlights recent developments. For decades, women suffering from endometriosis—a painful gynecological disorder—have also reported issues resembling autoimmune diseases. Significant correlations have only been explored in research over the last few years after thorough investigations. Just this year, a comprehensive analysis revealed a shared genetic pathway between these two conditions, paving the way for potential new therapies.

Why has progress been so slow? Insufficient funding for women’s health and the stigma surrounding women’s anatomy play significant roles. However, it’s crucial to recognize the attention given to women’s concerns and the lack of validation they often receive. When countless individuals articulate similar experiences regarding their health, we must proceed with caution. While robust data is required for specific medical recommendations and safe treatments, we could make faster strides by listening to experiential accounts, especially those of women.

Topics:

  • Women’s Health/
  • Healthcare

Source: www.newscientist.com

Considering an Open Relationship? Skip This Reddit Forum | Culture

It all began with the unusual appearance of Elon Musk’s eyes.

In May, the president’s loyal companion looked visibly distressed while in the Oval Office. He laughed it off, attributing it to an incident with his five-year-old.

There were various theories circulating online. A wave of largely unverified speculation started to emerge, suspicious— and I must emphasize the word “suspected”— involving Musk; Trump’s deputy chief of staff, Stephen Miller; and his wife, political advisor Katie Miller. The Democrats posted an empty hotel room chair, signaling the infamous concept of cuckoldry.




Musk says the injuries to his eyes were a result of playing with his son – Video


I’m not alone in taking a twisted pleasure from other people’s relationship troubles. Subreddits like R/Relationships and R/AmitheasShole have become staples for viral posts, resembling portable soap operas or sitcoms, but with a certain spicy authenticity.


The saga involving Musk led me to R/Openmarriageregret, which reposts threads from the polyamory board for mining and warning stories about open relationships. These experiences suggest that juggling multiple relationships can twist us into unfamiliar shapes and potentially tear us apart.

The page opens with a tranquil introduction: “Life is about choices. Some people may regret theirs, while others take pride in them.”

It’s all very much a “don’t try this at home” scenario, intended for educational purposes.

Many posts unfold as you’d expect: a man pressures his wife for an open relationship, only to be stunned when he learns she’s sought after, while he feels like sexual kryptonite. But it can get even murkier.

One user wonders if it’s improper to “leave our honeymoon after my husband and his boyfriend kept abandoning me and my girlfriend.”

Another details a more contemporary sorrow: “My husband is keen on an open marriage to accommodate his AI girlfriend, claiming it’s the next step for them.” She describes him being increasingly distant, spending excessive time on his phone, smiling to himself, and retreating into his home office. He eventually hints at something significant.

No, it’s much worse. The user continues, “He expressed his desire to deepen the relationship with her,” which entails introducing AI to their children. “How am I supposed to remain married to someone who’s emotionally invested in a chatbot?”

In the comments, some share experiences of being enchanted by a simulation of a woman whose male partners don’t engage with him and are programmed to agree with everything he says.

The voyeurism in this group arises from two places: the related dramas are undeniably captivating, but so too is the way participants discuss these real-life scenarios. While commenters bring their own biases, they might not realize they’re entangled in the drama as well. The group’s members often subscribe to a single theme: individuals in open relationships crave novelty and attention, rendering the actual partner functionally irrelevant.


Naturally, theories don’t necessarily hold water. As long as alternatives continue to gain popularity, successful open relationships have existed for decades. Members in the group often move their irony forward, even in the presence of misinformation. “I really don’t know anyone in an open relationship or marriage,” admits one top commenter.

I recognize I’m complicit in what may be a somewhat unstable investment in this group. Yet, I can’t turn away. Who are these commenters? Who will experience heartache? Why are they so invested in the romantic troubles of others, their unraveling marriages? Why am I? The emotional thrill of gossip is undeniable; even typically humorous Democrats seem to thrive on it.

So let’s cast malice aside: I genuinely hope that the Musk-Miller situation resolves favorably. Claiming they belong together may indeed hold some truth!

Source: www.theguardian.com

Skip the Baftas and Check Out the Ultimate Game of the Year Alternative | Games

You have seen
game award name.
you have seen
British Academy Awards longlist.
We’re still a little ways off from announcing our own Guardian Games of the Year list, but while you wait with bated breath, we’re sure to give you an appetizer. It is an alternative prize to Pushing Buttons. Right away…

Make the most of your bed as a gameplay device

Need to restore your mind while adventuring through the eerie rifts tearing Hyrule apart? All you have to do is conjure a bed out of thin air, stay out of reach of your enemies, and take a quick nap. Need to overcome a bridgeable gap? Now it’s time to conjure some bed. Need stairs? Barricades? Something decorative? Bed, bed, bed. in The Legend of Zelda: Echoes of Wisdom the bed is the real hero.

The perfect game to survive a long-haul flight




Hours of fun…Balatoro.
Photo: LocalThunk/Playstack

On my way to this year’s Summer Game Fest in LA, I pre-downloaded Steam Deck and Elden Ring: Shadow of the Erdtree to board the plane and prepare for my first uninterrupted 10-hour gaming session in my 30s. Ta. But when I loaded it, I had to authorize the purchase. And the Wi-Fi on the plane didn’t work. So, after getting really grumpy, I said, “I don’t know. baratolo (Photo above) And the 5 hour flight felt like a blink of an eye. Thank you, Mr. Baratolo, for not only taking up most of my free time in February, but for getting me through that awful flight.

impudence award

It led to a ton of plagiarism accusations and eventually a lawsuit from Nintendo, but it still has to be turned over to the game’s developer. pal world (Top photo) For his true face, he simply imitates a Pokemon and makes him hold a gun. (Palworld’s lead developer claims that the game does not infringe any copyright.)

Problematic Favorites Award

For years, I’ve been disgusted by the glorification of military forces in first-person shooters, as first-person shooters have become more realistic-looking. The connections between these games and real-world weapons manufacturers are also disturbing. These are frequently used as a recruiting tool in the military. And at the same time, Call of Duty: Black Ops 6 The single-player campaign of “90s Special Operations Thriller…

Best First Date Award




The perfect date…Life is Strange: Double Exposure.
Photo: Square Enix

One of the first scenes of Life is Strange: Double Exposure (Above) During a student dive, we see 20-something Max Caulfield trying to flirt with a cute girl behind the bar…

Source: www.theguardian.com

Skip the line: How to buy the new iPhone 16 without waiting | Technology

TIt was difficult to decide what to focus on for Alex Hern’s first TechScape since his retirement. (If you missed it last week, re-read the farewell newsletter he wrote after 11 years at The Guardian.) Why? Because with everything happening all the time right now, there are tons of topics to delve into.

We could discuss the possibility of Elon Musk running Donald Trump’s “Government Efficiency Commission” if he is re-elected as President of the United States. But that would require writing another newsletter on Musk, and you might be as tired of it as Alex is. The latter possibility is still two sides of the same coin. The chances of Musk quitting running a multi-trillion dollar company for a low-paying government job are not that high.

We can also talk about Pavel Durov’s first public statements since his arrest in France last month, and how Telegram’s anti-censorship stance has crumbled (right now Report Contents Previously it was a private chat reviewed by a moderator).

Or we could delve into Nvidia’s significant role in the economy, which I discussed with Nimo Omer in Monday’s First Edition newsletter.

Instead, let’s focus on the latest major event in the tech world, which has become exhaustingly busy over the past few years: the launch of Apple’s latest iPhones, and why, despite its flashy features and tech-forward attitude, many of you probably won’t be lining up to purchase one.

The reasons are complex. One is the simple price of the iPhone 16, which starts at $799 (£610). For many, such a high price is just too much, especially at a time when the economy is sluggish, jobs are scarce, and the new prime minister is positioning himself as head of a “pessimistic” government, as the Observer’s political editor Toby Helm put it.

“Sales of new mobile phones have fallen dramatically over the past decade,” says Ben Wood, chief analyst at market research firm CCS Insight. In 2013, Britons bought around 30 million new devices, up from just 13.4 million last year. CSS Insight predicts the figures will remain at roughly the same level. Its research suggests that most people expect to keep their next phone for up to five years.

At the same time, phone makers are making fewer dramatic changes to their products from year to year. “These days, phone updates are mostly incremental from a hardware perspective,” Wood says. “Last year’s iPhone might have a slightly bigger screen, a slightly better camera, and better battery life, but it’s probably pretty much the same as this year’s. This is in stark contrast to the mid-1990s through 2007 when there was an incredible acceleration in phone performance and features.”

AI is in the spotlight

Google’s Gemini enters a crowded AI “battlefield.” Photo: Michael M. Santiago/Getty Images

The adoption of AI in iPhones, which Apple teased at its Worldwide Developers Conference (WWDC) in June, will arguably mark a major change in how iPhones work. But as I explained in a controversial comment piece back in June, it may not create a strong desire to use ChatGPT on your phone.

Lest you think I’m just a doom-and-gloom tech reporter, market analysts agree. Wood believes AI has become a “battleground” between Google (which owns Gemini), Samsung (which is touting Galaxy AI), and Apple (which understood the challenge and cleverly named its version Apple Intelligence, trying to make the name synonymous with the technology). Is it worth the investment to put AI in your phone? “I’m not convinced that AI is going to have a significant impact on overall new product sales,” Wood says.

Moreover, Apple has already stated that European users won’t have access to the AI integrated into its devices. this year That’s because the company isn’t sure it can do so without violating the rules of the European Union’s Digital Markets Act, with one exception: It will be available in the UK in December, which of course is no longer in the EU, but if you spend much of your time on the continent, it won’t be available there. That means you’re paying for minor updates and the potential appeal of AI at a yet-to-be-determined point in time.

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If it ain’t broke, don’t fix it

Here’s an embarrassing confession: Despite all the latest cutting-edge tech, I don’t see the point in keeping up with the latest hardware. I’m not a huge Apple fanboy, but I do use an iPad (the 7th generation, released in September 2019 and discontinued a year later) every day.

It’s five years old and it works just fine, in part because, with a few exceptions, Apple tweaks the little details with each yearly hardware update. Does it really matter if a flashier screen makes your news app look a little sharper, or if a slightly faster processor makes apps launch a millisecond faster? And if it does, does that slight benefit justify the cost of a new device?

The same goes for my phone. When I dropped my Samsung that I had for years two months ago and the screen repair destroyed the keyboard and I needed a replacement, I decided to buy a similarly outdated phone, the 2021 Samsung A52. I chose this one because it was the latest model available at a relatively affordable price, and it still has a great battery. 3.5mm headphone jackI rely on this technology because Bluetooth headphones only give me the pain of losing my earbuds or having to listen to someone else’s music on public transport.

I would argue that the new iPhones are pretty expensive without all that many new features. Still, you might not think so. If you do, let me know. You can find me at X. @Stokell.

If you’d like to read the full newsletter, sign up to receive TechScape in your inbox every Tuesday.

Source: www.theguardian.com

Skip the Cutscenes: Why It’s Time to Abolish Them in Video Games | Games

aAt the end of Metal Gear Solid 4, right after Snake crushes Liquid Ocelot, there’s a never-ending series of cut scenes. Well, that’s not strictly true. do end – 71 minutes later – I just haven’t seen that much of it. I understand that the game’s director, Hideo Kojima, is an avid film fan and took a lot of inspiration from movies, but I don’t care. Those are minutes of your life that you can never get back.

I also don’t like the 20-minute cinematic scenes that pepper Xenoblade Chronicles and Final Fantasy, or the hundreds of non-interactive scenes that detail every plot point in an Assassin’s Creed adventure. Taking away the player’s freedom and forcing their attention for extended periods of time is unnecessarily aggressive, and I think it’s time to abolish the practice altogether.

The origins of cutscenes in video games were both technical and situational. Games in the ’90s couldn’t render scenes in real time, and a lot of the narrative talent in games came from film, using tools they knew. This interestingly mirrors the evolution of film. In the 1920s and early 1930s, narrative film was heavily influenced by theater. This makes sense, because the early film industry drew most of its talent from theater — actors, directors, screenwriters, technical staff — and these people brought technology with them.





From stage to screen…Greta Garbo starred in the 1930 film adaptation of Eugene O’Neill’s play “Anna Christie.”

Photo: Mgm/Sportsphoto/Allstar

The camera tended to stay still with long takes between cuts, observing the action like an audience member. Filming took place on purpose-built sets, not on location. Acting was somewhat staged and theatrical, as performers were accustomed to exaggerating their movements and emotions to be seen by an audience 18 rows back. Early film audiences were also familiar with the conventions of the stage, which helped them ease into the cinematic experience.

But as film evolved into a medium in its own right, new and intimate ways of telling stories emerged. With the invention of the dolly and crane, the camera transformed from a spectator to a moving observer in the world. Actors discovered that small gestures and facial expressions could communicate. From German Expressionism to the French New Wave to the American Auteur films of the 1970s, new storytelling techniques emerged, along with many of the lighting, direction, design, and special effects conventions that are unique to cinema. The medium came into its own.

This process is happening in games too. We see it in increasingly sophisticated fields like environmental storytelling, UX/UI, and narrative design. But despite being a medium where interactivity and immersion are everything, we’re stuck with cutscenes. Look at some of the biggest, most moving narrative games of the last five years — The Last of Us, God of War, Marvel’s Spider-Man — and most of the emotional moments happen in non-interactive, cinematic sequences that take control away from us. Like children, we’re not entrusted with participation; we’re expected to just sit back and watch the show.





No time to talk… Half-Life.

Photo: Valve

The argument is that sometimes, we need to craft the emotional development of a scene at exactly the right time to deliver the emotional element of that scene. In that case, we’re making the wrong kind of scene. If a mature interactive medium can only tell an emotional story through non-interactive sequences, something is wrong. This is frustrating, because Valve made great strides on this issue 25 years ago. The narrative sci-fi shooter Half-Life contained no cutscenes or cinematic sequences at all. Characters (scientists and guards at the Black Mesa facility) gave in-game exposition as the player explored, while at the same time the increasingly unstable environment told a tale of destruction and suspense. Valve did it again a decade later with the Portal games, combining amusingly chatty robot antagonists with a world where signs, symbols, and voice announcements conveyed all the rules and background details the player needed to know to be intellectually and emotionally immersed.

Game designer Fumito Ueda largely avoided cutscenes in his classic adventure games Ico and Shadow of the Colossus, instead immersing us in vague, mysterious worlds where the player creates their own mythology with so little information. Indie studio thatgamecompany’s 2012 masterpiece Journey featured silent characters in a desert wasteland but still moved thousands of players to tears. Campo Santo’s game Firewatch forged a rich mystery out of the Wyoming wilderness and disembodied voices heard over walkie-talkies.

In an age where in-game realism is near-photographic, relying on cutscenes for dramatic, cathartic effect feels even more incongruous and alienating. We get to explore and exist in incredibly vivid worlds, surrounded by characters capable of expressing a wide range of emotions thanks to a combination of performance capture, cutting-edge AI and physics. And that’s all it takes. These are dynamic, immersive worlds. As a player, you only need control of weapons, vehicles and a highly sophisticated progression system to take part in the story.





A voice from the wilderness…Firewatch.

Photo: Campo Santo

Or the story can simply exist in the background, as something we experience or experience second-hand. It’s an interactive version of direct cinema. From Software’s works are great examples of this. There are cutscenes, but they’re short and usually used to introduce a new enemy or show the player a moment of reaction from the world. Otherwise the story is evoked simply by moving through these bleak, gothic landscapes. Author and historian Holly Nielsen says:
Expressed with X
Recently, “I’ve spent about 300 hours on Elden Ring. I can’t really tell you anything about the world, characters, or story other than a vague sense of atmosphere.”

A few years ago I interviewed Bethesda Game Studios head Todd Howard and asked him what the most important part of telling a story in a video game was. “You have to find the tone,” he said, after a long silence. “We look a lot at old John Ford films and the way he captures space. Ford’s shots make you feel a certain way. There’s a thing called tone. As a designer, you have to know how you want the player to feel. Find something outside of the game that has that tone and just stare at it.” Yes, this is another example from a film, but Howard isn’t talking about The Searchers or the Rio Grande story, he’s talking about the feel of the space that Ford created.

Tone. Atmosphere. Feel. These are different words for the same concept, arguably the basis of post-cinematic theory of mainstream game narrative. In an immersive environment, the story isn’t something the player sees but something the player enters, a space of discovery rather than performance, a playground rather than a theater. Stories should be open to broad and bold interpretation, and may even be entirely optional or subliminal. If they do happen to take control away from the player, it should be in radical moments employed sparingly, like turning the camera away or darkening the stage.

Cinematic cut scenes are tyrannical fakes. It’s time to eliminate them.

Source: www.theguardian.com