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Documenting the Provision of Emergency Contraceptive Pills Through Youth-Serving Delivery Channels: Exploratory Mixed Methods Research on Malawi’s Emergency Contraception Strategy

ABSTRACTIntroduction:Emergency contraceptive pills (ECPs) are effective and can be used safely at any age repeatedly within the same cycle. They are often favored by youth yet are underutilized. Private facilities can increase ECP access but present barriers including cost. Identifying effective public-sector ECP distribution models can help ensure equitable access. The Malawi Ministry of Health developed a strategy to improve ECP access in 2020. We documented ECP provision through select public, youth-serving channels recommended by the strategy: general and youth-specific outreach, paid and unpaid community health workers (CHWs), and youth clubs.Methods:We conducted this mixed methods study from November 2022–March 2023 in 2 rural districts (Mchinji and Phalombe) implementing the strategy. We conducted qualitative interviews with 10 national stakeholders, 46 providers, and 24 clients aged 15–24 years about ECP service delivery. Additionally, 25 providers collected quantitative tally data about clients seeking ECPs. We analyzed qualitative data using grounded theory and quantitative data descriptively.Results:Stakeholders and providers reported ECP uptake increased in geographies where the strategy was implemented, especially among youth. Providers documented 3,988 client visits for ECPs over 3 months. Of these visits, 26% were from male clients, 36% were from clients aged younger than 20 years, and 64% received ECPs for the first time. Across channels, youth club leaders and unpaid CHWs reported the most client visits per provider and served the youngest clients. However, no ECPs were dispensed during 29% of visits due to stock-outs. While many providers were supportive of youth accessing ECPs, most held unfavorable attitudes toward repeat use.Conclusion:ECP access should be expanded through provision in the studied channels, especially youth clubs and CHWs. However, to meet demand, the supply chain must be strengthened. We recommend addressing providers’ attitudes about repeat use to ensure informed method choice.




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Innovations in Providing HIV Index Testing Services: A Retrospective Evaluation of Partner Elicitation Models in Southern Nigeria

ABSTRACTBackground: This analysis aimed to evaluate the effectiveness of eliciting sexual partners from HIV-positive clients using the elicitation box model (where an HIV-positive index can report sexual contacts on paper and insert in a box for a health care provider to contact at a later time) compared to the conventional model (in which a health care provider elicits sexual contacts directly from clients) in Akwa Ibom, Southern Nigeria.Methods: Between March 2021 and April 2022, data were collected from index testing registers at 4 health facilities with a high volume of HIV clients currently on treatment in 4 local government areas in Akwa Ibom State. Primary outcome analyzed was the elicitation ratio (number of partners elicited per HIV-index offered index testing services). Secondary outcomes were the index testing acceptance (index HIV-positive clients accepted index testing service), testing coverage (partners tested for HIV from a list of partners elicited from HIV-index accepted index testing services), testing yield (index partners identified HIV positive from index partners HIV-tested), and linkage rate (index partners identified HIV positive and linked to antiretroviral therapy).Results: Of the total 2,705 index clients offered index testing services, 91.9% accepted, with 2,043 and 439 indexes opting for conventional elicitation and elicitation box models, respectively. A total of 3,796 sexual contacts were elicited: 2,546 using the conventional model (elicitation ratio=1:1) and 1,250 using the elicitation box model (elicitation ratio=1:3). Testing coverage was significantly higher in the conventional compared to the elicitation box model (P<.001). However, there was no significant difference in the testing yield (P=.81) and linkage rate using the conventional compared to elicitation box models (P=.13).Conclusion: The implementation of the elicitation box model resulted in an increase in partner elicitation compared to the conventional model. Increasing the testing coverage by implementing the elicitation box model should be considered.




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Twinning Partnership Network: A Learning and Experience-Sharing Network Among Health Professionals in Rwanda to Improve Health Services

ABSTRACTWe describe the development, implementation, and evaluation of a novel twinning approach: the Twinning Partnership Network (TPN). Twinning is a well-known approach to peer learning that has been used in a variety of settings to build organizational capacity. Although twinning takes many forms, the heart of the approach is that institutions with shared characteristics collaborate via sharing information and experiences to achieve a specific goal. We adapted a twinning partnership strategy developed by the World Health Organization to create a network of like-minded health institutions. The key innovation of the TPN is the network, which ensures that an institution always has a high-performing peer with whom to partner on a specific topic area of interest. We identified 10 hospitals and 30 districts in Rwanda to participate in the TPN. These districts and hospitals participated in a kickoff workshop in which they identified capacity gaps, clarified goals, and selected twinning partners. After the workshop, districts and hospitals participated in exchange visits, coaching visits, and virtual and in-person learning events. We found that districts and hospitals that selected specific areas and worked on them throughout the duration of the TPN with their peers improved their performance significantly when compared with those that selected and worked on other areas. Accreditation scores improved by 5.6% more in hospitals selecting accreditation than those that did not. Districts that selected improving community-based health insurance coverage improved by 4.8% more than districts that did not select this topic area. We hypothesize that these results are due to senior management’s interest and motivation to improve in these specific areas, the motivation gained by learning from high-performing peers with similar resources, and context-specific knowledge sharing from peer hospitals and districts.




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Factors Influencing the Central Nervous System (CNS) Distribution of the Ataxia Telangiectasia Mutated and Rad3-Related Inhibitor Elimusertib (BAY1895344): Implications for the Treatment of CNS Tumors [Metabolism, Transport, and Pharmacogenetics]

Glioblastoma (GBM) is a disease of the whole brain, with infiltrative tumor cells protected by an intact blood-brain barrier (BBB). GBM has a poor prognosis despite aggressive treatment, in part due to the lack of adequate drug permeability at the BBB. Standard of care GBM therapies include radiation and cytotoxic chemotherapy that lead to DNA damage. Subsequent activation of DNA damage response (DDR) pathways can induce resistance. Various DDR inhibitors, targeting the key regulators of these pathways such as ataxia telangiectasia mutated and Rad3-related (ATR), are being explored as radio- and chemosensitizers. Elimusertib, a novel ATR kinase inhibitor, can prevent repair of damaged DNA, increasing efficacy of DNA-damaging cytotoxic therapies. Robust synergy was observed in vitro when elimusertib was combined with the DNA-damaging agent temozolomide; however, we did not observe improvement with this combination in in vivo efficacy studies in GBM orthotopic tumor-bearing mice. This in vitro–in vivo disconnect was explored to understand factors influencing central nervous system (CNS) distribution of elimusertib and reasons for lack of efficacy. We observed that elimusertib is rapidly cleared from systemic circulation in mice and would not maintain adequate exposure in the CNS for efficacious combination therapy with temozolomide. CNS distribution of elimusertib is partially limited by P-glycoprotein efflux at the BBB, and high binding to CNS tissues leads to low levels of pharmacologically active (unbound) drug in the brain. Acknowledging the potential for interspecies differences in pharmacokinetics, these data suggest that clinical translation of elimusertib in combination with temozolomide for treatment of GBM may be limited.

SIGNIFICANCE STATEMENT

This study examined the disconnect between the in vitro synergy and in vivo efficacy of elimusertib/temozolomide combination therapy by exploring systemic and central nervous system (CNS) distributional pharmacokinetics. Results indicate that the lack of improvement in in vivo efficacy in glioblastoma (GBM) patient-derived xenograft (PDX) models could be attributed to inadequate exposure of pharmacologically active drug concentrations in the CNS. These observations can guide further exploration of elimusertib for the treatment of GBM or other CNS tumors.




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Reimagining Biologically Adapted Somatostatin Receptor-Targeted Radionuclide Therapy: Perspectives Based on Personal Experience and Observations on Recent Trials




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Weight trends among adults with diabetes or hypertension during the COVID-19 pandemic: an observational study using OpenSAFELY

BackgroundCOVID-19 pandemic restrictions may have influenced behaviours related to weight.AimTo describe patterns of weight change among adults living in England with type 2 diabetes (T2D) and/or hypertension during the pandemic.Design and settingAn observational cohort study using the routinely collected health data of approximately 40% of adults living in England, accessed through the OpenSAFELY service inside TPP.MethodClinical and sociodemographic characteristics associated with rapid weight gain (>0.5 kg/m2/year) were investigated using multivariable logistic regression.ResultsData were extracted on adults with T2D (n = 1 231 455, 43.9% female, and 76.0% White British) or hypertension (n = 3 558 405, 49.7% female, and 84.3% White British). Adults with T2D lost weight overall (median δ = −0.1 kg/m2/year [interquartile range {IQR} −0.7–0.4]). However, rapid weight gain was common (20.7%) and associated with the following: sex (male versus female: adjusted odds ratio [aOR] 0.78 [95% confidence interval {CI} = 0.77 to 0.79]); age (older age reduced odds, for example, aged 60–69 years versus 18–29 years: aOR 0.66 [95% CI = 0.61 to 0.71]); deprivation (least deprived Index of Multiple Deprivation [IMD] quintile versus most deprived IMD quintile: aOR 0.87 [95% CI = 0.85 to 0.89]); White ethnicity (Black versus White: aOR 0.95 [95% CI = 0.92 to 0.98]); mental health conditions (for example, depression: aOR 1.13 [95% CI = 1.12 to 1.15]); and diabetes treatment (non-insulin treatment versus no pharmacological treatment: aOR 0.68 [95% CI = 0.67 to 0.69]). Adults with hypertension maintained stable weight overall (median δ = 0.0 kg/m2/year [IQR −0.6–0.5]); however, rapid weight gain was common (24.7%) and associated with similar characteristics as in T2D.ConclusionAmong adults living in England with T2D and/or hypertension, rapid pandemic weight gain was more common among females, younger adults, those living in more deprived areas, and those with mental health conditions.




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Digital Innovation to Grow Quality Care Through an Interprofessional Care Team (DIG IT) Among Underserved Patients With Hypertension [Original Research]

PURPOSE

The impact of digital health on medically underserved patients is unclear. This study aimed to determine the early impact of a digital innovation to grow quality care through an interprofessional care team (DIG IT) on the blood pressure (BP) and 10-year atherosclerotic cardiovascular disease (ASCVD) risk score of medically underserved patients.

METHODS

This was a 3-month, prospective intervention study that included patients aged 40 years or more with BP of 140/90 mmHg or higher who received care from DIG IT from August through December 2021. Sociodemographic and clinical outcomes of DIG IT were compared with historical controls (controls) whose data were randomly extracted by the University of California Data Warehouse and matched 1:1 based on age, ethnicity, and baseline BP of the DIG IT arm. Multiple linear regression was performed to adjust for potential confounding factors.

RESULTS

A total of 140 patients (70 DIG IT, 70 controls) were included. Both arms were similar with an average age (SD) of 62.8 (9.7) years. The population was dominated by Latinx (79.3%) persons, with baseline mean BP of 163/81 mmHg, and mean ASCVD risk score of 23.9%. The mean (SD) reduction in systolic BP at 3 months in the DIG IT arm was twice that of the controls (30.8 [17.3] mmHg vs 15.2 [21.2] mmHg; P <.001). The mean (SD) ASCVD risk score reduction in the DIG IT arm was also twice that of the controls (6.4% [7.4%] vs 3.1% [5.1%]; P = .003).

CONCLUSIONS

The DIG IT was more effective than controls (receiving usual care). Twofold improvement in the BP readings and ASCVD scores in medically underserved patients were achieved with DIG IT.




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Correction to "Opioid-related emergency department visits and deaths after a harm-reduction intervention: a retrospective observational cohort time series analysis"




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Roadside serendipity: an accident can lead to a rare diagnosis




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New direct rail service to link Edinburgh and Wales for the first time

A rail service linking Scotland, Wales and England with one train journey is to start running for the first time. 




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Famous Doddie Weir trousers worn to promote charity's new Balmoral partnership

The concierge team at The Balmoral have helped raise awareness for a special event to raise money for charity in memory of Scotland legend Doddie Weir.




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RPG Cast – Episode 599: “Serious Health Issues? No, Just a Cat”

The podcast trio is not at all ready for the flood of September releases. Anna Marie is kind of sick of the trigger, Chris insists Eclipse is owed an apology, and Kelley wants to know what is this garbage and how she can get more of it.

The post RPG Cast – Episode 599: “Serious Health Issues? No, Just a Cat” appeared first on RPGamer.




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Mass Effect TV Series has Been Greenlit by Amazon

A TV series based on the video game series Mass Effect is officially in development at Amazon, according to a report from Variety.

F9: The Fast Saga writer Daniel Casey will write and be an executive producer on the series. Karim Zreik will also be an executive producer under his Cedar Tree Productions, which is under an overall deal at Amazon.

Ari Arad and BioWare's Michael Gamble will also be executive producers. Arad previously was a producer on other video game adaptations - Borderlands and Uncharted.

Developer BioWare is developing a new entry in the Mass Effect series. 

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463013/mass-effect-tv-series-has-been-greenlit-by-amazon/




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Final Fantasy Series Sales Top 195M, Dragon Quest Series Tops 91M

Square Enix has revealed the lifetime sales for two of its biggest franchises Final Fantasy and Dragon Quest.

The Final Fantasy series has now sold over 195 million units worldwide and the Dragon Quest series has sold over 91 million units worldwide.

"The Square Enix Group also boasts a valuable portfolio of intellectual property including: Final Fantasy, which has sold over 195 million units worldwide; Dragon Quest, which has sold over 91 million units worldwide; and the legendary Space Invaders," said Square Enix.

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463021/final-fantasy-series-sales-top-195m-dragon-quest-series-tops-91m/




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Take-Two CEO is Not Worried About Grand Theft Auto VI Performance on Xbox Series S

Take-Two CEO Strauss Zelnick in the company's latest earnings report said he isn't worried about Rockstar getting Grand Theft Auto VI to run on the Xbox Series S.

"Look, we support the platforms where the consumers are for as long as they’re there, and we find a way to support platforms despite different levels of tech," said Zelnick (via VideoGamesChronicle) when asked about the Xbox Series S.

Zelnick added, "Our labels are really good at that. I’m not really worried. I’ve never worried about where hardware was going. And I’ve said this many times over the years because, first of all, I don’t worry about things over which I have zero control.

"Secondly, I believe in the audience. The audience is going to show up if you have great properties, and so we just have to make sure to be on an array of platforms."

Zelnick added PC is an important platform to release games on, despite the fact Grand Theft Auto VI has not been announced for PC.

"If one platform diminishes in value, there’s always another one," he said. "So we’re seeing great growth in PC right now, for example. And I have been able to view that open formats would continue to grow. PC is an open format.

"I do think PC will continue to be a more and more important part of the console business going forward, and that isn’t complicated for us to support at all. So the bottom line is we are selective about which platforms we support. We make the tech work when we can make it work as long as the audience is big enough to make that worthwhile."

Grand Theft Auto VI will launch for the PlayStation 5 and Xbox Series X|S in Fall 2025.

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463023/take-two-ceo-is-not-worried-about-grand-theft-auto-vi-performance-on-xbox-series-s/




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PS5 vs Xbox Series X|S vs Switch 2024 Japan Sales Comparison Charts Through October

Here we see data representing the sales through to consumers and change in sales performance of the three current platforms (PlayStation 5, Xbox Series X|S, and Nintendo Switch) and two legacy platforms (PlayStation 4 and Xbox One) over comparable periods for 2021, 2022, 2023, and 2024. Also shown is the market share for each of the consoles over the same periods.

Year to Date Sales Comparison (Same Periods Covered)

Market Share (Same Periods Covered)

2021 – (January 2021 to October 2021)

2022 – (January 2022 to October 2022)

2023 – (January 2023 to October 2023)

2024 – (January 2024 to October 2024)

"Year to date" sales for 2021, 2022, 2023, and 2024 sales are shown in series at the top of the table and then just below a comparison of 2024 versus 2023 and 2024 versus 2022 is displayed.  This provides an easy-to-view summary of all the data.

Total Sales and Market Share for Each Year

Microsoft

  • Xbox Series X|S
    • 0.09 million units sold year-to-date
    • Down year-on-year 0.03 million units (-23.2%)

Nintendo

  • Nintendo Switch
    • 2.47 million units sold year-to-date
    • Down year-on-year 0.75 million units (-23.4%)

Sony

  • PlayStation 5
    • 1.16 million units sold year-to-date
    • Down year-on-year 0.94 million units (-44.9%)
  • PlayStation 4
    • 0.01 million units sold year-to-date
    • Down year-on-year 0.05 million (-77.2%)

Note: VGChartz 2024 estimates through October includes 44 weeks, while 2023, 2022, and 2021 estimates includes 43 weeks.

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463009/ps5-vs-xbox-series-xs-vs-switch-2024-japan-sales-comparison-charts-through-october/




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Xbox Series X Discounted by $50 to $449

Microsoft and several retailers are currently running a promotion for the standard Xbox Series X in the US.

The Xbox Series X is available for $449, a $50 discount, at the Microsoft Store, GameStop, and Best Buy. It isn't known when this deal will end.

The recently released 1 TB All-Digital Robot White Xbox Series X, 2TB Disc Drive Galaxy Black Xbox Series, and the two Xbox Series S SKUs have not been discounted at this time.

Looks like the perfect time to add a new console to the mix.

Save $50 on Xbox Series X: https://t.co/rDCBORlFN4 pic.twitter.com/C2yLOggGJw

— Xbox (@Xbox) November 10, 2024

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463036/xbox-series-x-discounted-by-50-to-449/




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Uncle Chop's Rocket Shop Releases December 5 for PS5, Xbox Series X|S, Switch, and PC

Publisher Kasedo Games and developer Beard Envy have announced he roguelite spaceship repair simulation game, Uncle Chop's Rocket Shop, has been delayed to December 5. It will launch for the PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC via Steam and Epic Games Store.

View the release date trailer below:

Read details on the game below:

Come on down to Uncle Chop’s Rocket Shop, for all your roguelite spaceship repair simulation needs! Wake up, clock in, fix ships, make friends and enemies, pay R.E.N.T., upgrade your workshop, ponder the futility of your existence, go to bed and then do it all over again the next day.

On an asteroid-bound service station in an unfrequented space lane, Wilbur carves out a paltry living as a mechanic, repairing as many ships as he can to afford the ever-rising R.E.N.T payments to his corporate overlord, Uncle Chop. Where most of his customers find meaning in pastimes like worshipping deranged space gods, feeding random crap to a sentient black hole, endlessly digging for The Treasure™ or mentally enslaving donut shop workers, Wilbur lives a more humble life, fixing the galaxy’s ills one broken ship module at a time.

Fix Stuff

Using a range of tools, diagnostic devices, parts and workshop appliances, you’ll be correcting faults in the modules of procedurally generated spaceships. From simple refuel jobs to total overhauls, get ready to frantically fumble, slice, loosen, tighten, grab and drop as you try to complete as many jobs as you can within each daily time limit. With a huge variety of ships and modules, your hands are gonna get real dirty real fast, in some real unusual places.

Read Stuff

Flaunt your basic literacy by consulting manual pages for guidance on diagnosing and correcting faults in spaceship modules, as well as operating workshop appliances. And if basic literacy isn’t your bag, then at least you’ve got pretty diagrams to gawp at! All your IKEA furniture-assembly training has led to this moment.

Upgrade Stuff

Using whatever hard-earned pennies Uncle Chop doesn’t take from you, expand your workshop and kit it out with a range of workstations. From industrial devices to esoteric altars, these workstations will allow you to fix bigger and more lucrative ships.

Talk About Stuff

Interact with a diverse range of oddballs as you engage with both anthology-style storytelling and a multiple-ending, overarching narrative. The lore is (*consults notes*) “deep and rich and good,” with different factions you can choose to ingratiate yourself with – each with their own inane agendas.

Discover Stuff

Narrative and random events, hidden puzzles and upgrades, secret lore—we got all that goodness that ensures each day and gameplay run will feel substantially different from the last.

Do All That Stuff Again, But Better

Meeting those escalating R.E.N.T payments ain’t gonna be easy, but chin up, champ – certain station upgrades will persist across gameplay runs, making life a little more tolerable every time around. You’ll also get faster and smarter the more you do the thing, so keep doing the thing!

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463037/uncle-chops-rocket-shop-releases-december-5-for-ps5-xbox-series-xs-switch-and-pc/




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G.I. Joe: Wrath of Cobra Releases November 21 for PS5, Xbox Series X|S, and Switch

Publisher indie.io and developer Maple Powered Games announced G.I. Joe: Wrath of Cobra will launch for PlayStation 5, Xbox Series X|S, and Nintendo Switch on November 21.

The game is currently available for PC SteamEpic Games Store, and GOG.

View the console reveal date trailer below:

Read details on the game below:

Cobra rears its ugly head yet again and it’s up to G.I. Joe to save the world! Embracing the 1980s era of the iconic universe, Wrath of Cobra is a retro side-scrolling beat ’em up. Play as one of the legendary G.I. Joe characters, including Duke, Scarlett, Roadblock, Snake Eyes, and more. Defeat hordes of Cobra troopers, Vipers, Crimson Guards and more of Cobra’s malevolent machinations.

Bring Cobra down, striking back at the likes of Destro, Serpentor, Baroness, and Cobra Commander himself! Fight your own way: Rely on your fists and get up close and personal using each character’s unique combos and special moves or keep your foes at a distance with a variety of weapons!

Retro Gameplay in a Modern Era

Wrath of Cobra takes the classic arcade beat ’em up and brings it into the modern age: Easy to play, hard to master, and smoother than a ride in a H.I.S.S. Want to play with your friends? The game supports local multiplayer (eg. from your couch) and online co-op!

Play as Classic Heroes

Fight Cobra as your favorite G.I. Joe heroes, painstakingly recreated in beautiful pixel art. The differences between characters aren’t just cosmetic: Each hero has different movesets and unique abilities. From the fast and nimble Snake Eyes to the rough and tumble Roadblock, each character is true to form!

Battle Iconic Villains

Cobra isn’t just the Cobra Commander, it’s also its legions! Face hordes of troopers, armored Alley Vipers, artificial B.A.T.s, armed with some of the most iconic weapon systems in the franchise, including the H.I.S.S., C.L.A.W., and the notorious Trubble Bubble.

Retro-Infused Soundtrack

Foil the Commander’s plot to the beat of classic G.I. Joe themes, reimagined by industry veterans at Kid Katana Records, bringing a modern twist to classic arcade music!

Post-Launch Support

Like Destro’s plots, Wrath of Cobra will continue with extensive post-launch support, bringing more G.I. Joe heroes into the fray, adding new game modes, levels, and more to keep the G.I. Joe legacy alive!

A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can contact the author on Twitter @TrunksWD.

Full Article - https://www.vgchartz.com/article/463047/gi-joe-wrath-of-cobra-releases-november-21-for-ps5-xbox-series-xs-and-switch/




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Warcraft 2: Tides Of Darkness Remastered apparently leaks ahead of the RTS series’ 30th anniversary direct next week

We’re still a week away from Blizzard’s Warcraft 30th Anniversary Direct next Wednesday the 13th of November, but art from an apparent remaster of 1995 real time strategy game Warcraft II: Tides Of Darkness has leaked online, via Xibbly user Stiven. It’s a thin one, as far as leaks go, but does show what looks to be cover, logo art, and a Battle.net icon. Thanks for the spot, Percy Coswald Gamer.

Read more




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You can now make video clips using Steam's built-in game recording feature, as an update rolls it out to all users

Steam's built-in game recording feature has been usable in beta since the summer, but it has now been properly launched for every user, following a client update to Steam yesterday. It's basically another method of capturing funny ragdoll glitches and posting them on the "lol-games-are-dumb" channel of your friend's Discord. Or for posting that flukey knife throw in Call Of Duty to Twitter, as if you really meant to kill the man from across the map all along. Or saving a clip for your personal records, like the footage of that time you yeeted an innocent citizen off the 50-foot wall of a castle town in Dragon's Dogma 2. We all do that, right? Right?

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Ubisoft is being sued over The Crew in a lawsuit that compares the server shutdown to a bumperless pinball machine

"Imagine you buy a pinball machine, and years later, you enter your den to go play it, only to discover that all the paddles are missing, the pinball and bumpers are gone, and the monitor that proudly displayed your unassailable high score is removed". As reported by Polygon, that's an argument put forth by a new lawsuit against Ubisoft, filed by two Californian players of The Crew. They're suing the company in a proposed class action lawsuit over shutting down the racing game's servers, rendering it unplayable.

Read more




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New Scientist recommends Brian Cox's new series, Solar System

The books, TV, games and more that New Scientist staff have enjoyed this week




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Useful quantum computers are edging closer with recent milestones

Google, Microsoft and others have taken big steps towards error-free devices, hinting that quantum computers that solve real problems aren’t far away




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Bill Gates's Netflix series offers some dubious ideas about the future

In What's Next? Bill Gates digs into AI, climate, inequality, malaria and more. But the man looms too large for alternative solutions to emerge, says Bethan Ackerley




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Why Simone Giertz, the Queen of Useless Robots, Got Serious



Simone Giertz came to fame in the 2010s by becoming the self-proclaimed “queen of shitty robots.” On YouTube she demonstrated a hilarious series of self-built mechanized devices that worked perfectly for ridiculous applications, such as a headboard-mounted alarm clock with a rubber hand to slap the user awake.

This article is part of our special report, “Reinventing Invention: Stories from Innovation’s Edge.”

But Giertz has parlayed her Internet renown into Yetch, a design company that makes commercial consumer products. (The company name comes from how Giertz’s Swedish name is properly pronounced.) Her first release, a daily habit-tracking calendar, was picked up by prestigious outlets such as the Museum of Modern Art design store in New York City. She has continued to make commercial products since, as well as one-off strange inventions for her online audience.

Where did the motivation for your useless robots come from?

Simone Giertz: I just thought that robots that failed were really funny. It was also a way for me to get out of creating from a place of performance anxiety and perfection. Because if you set out to do something that fails, that gives you a lot of creative freedom.


You built up a big online following. A lot of people would be happy with that level of success. But you moved into inventing commercial products. Why?

Giertz: I like torturing myself, I guess! I’d been creating things for YouTube and for social media for a long time. I wanted to try something new and also find longevity in my career. I’m not super motivated to constantly try to get people to give me attention. That doesn’t feel like a very good value to strive for. So I was like, “Okay, what do I want to do for the rest of my career?” And developing products is something that I’ve always been really, really interested in. And yeah, it is tough, but I’m so happy to be doing it. I’m enjoying it thoroughly, as much as there’s a lot of face-palm moments.

Giertz’s every day goal calendar was picked up by the Museum of Modern Art’s design store. Yetch

What role does failure play in your invention process?

Giertz: I think it’s inevitable. Before, obviously, I wanted something that failed in the most unexpected or fun way possible. And now when I’m developing products, it’s still a part of it. You make so many different versions of something and each one fails because of something. But then, hopefully, what happens is that you get smaller and smaller failures. Product development feels like you’re going in circles, but you’re actually going in a spiral because the circles are taking you somewhere.

What advice do you have for aspiring inventors?

Giertz: Make things that you want. A lot of people make things that they think that other people want, but the main target audience, at least for myself, is me. I trust that if I find something interesting, there are probably other people who do too. And then just find good people to work with and collaborate with. There is no such thing as the lonely genius, I think. I’ve worked with a lot of different people and some people made me really nervous and anxious. And some people, it just went easy and we had a great time. You’re just like, “Oh, what if we do this? What if we do this?” Find those people.

This article appears in the November 2024 print issue as “The Queen of Useless Robots.”




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