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What Do Health and Wellness Influencers Post About?
Just over half of health and wellness content on social media focuses on healthy living, while about a third discusses medical topics. And 38% of posts have a product or service promotion.
Half of Europe faced very strong heat stress this summer, EU scientists say
BRUSSELS, Oct 2 (Reuters) - Just over half of Europe experienced "very strong" levels of heat stress at times this summer, exposing people in a record-high share of the continent to the health risk...
UN Decade of Healthy Ageing midpoint report finds progress, calls for greater investment
New evidence in the Secretary-General's report to the 81st UN General Assembly, prepared by the World Health Organization (WHO) in coordination with the UN system, finds more countries acting on healthy ageing than ever before – but longer lives will not become healthy, dignified ones without faster, more sustained investment at country level.(NEW YORK, 28 September 2026) The Secretary-General transmitted to the 81st session of the UN General Assembly the mid-term progress report on the UN Decade of Healthy Ageing (2021–2030), marking the midpoint of the ten-year global effort to improve the lives of older people. The report was prepared by the World Health Organization (WHO) in coordination with the UN Inter-Agency Group on Ageing and with inputs from thirteen UN entities, the World Bank Group and civil society partners. It finds real progress in countries – and persistent gaps that must close before 2030.The number of people aged 60 and over passed 1 billion in 2020 and is projected to reach 2.1 billion by 2050, with the fastest growth in low- and middle-income countries. Longer lives are not automatically healthy ones: globally, the gap between life expectancy and healthy life expectancy at age 60 widened between 2000 and 2023, and an estimated 71% of excess deaths from COVID-19 between 2020 and 2023 were among people aged 60 and over. “Longer lives are one of humanity’s great achievements, but we cannot congratulate ourselves while leaving millions without health and support,” said Dr Pascale Allotey, Director, Department of Sexual, Reproductive, Maternal, Child and Adolescent Health and Ageing, WHO. “The first half of the Decade has shown what is possible. The second half must be about scaling and financing the progress to meet the needs and rights of older persons.”Real progress, unevenly sharedThe report finds that more countries than ever now have legislation against age-based discrimination – up from 44.5% in 2018 to 57.7% today – and over half now have national long-term care policies, up from 49% in 2023 to 56.7%, dedicated programmes to build age-friendly environments (54.6%), and comprehensive health and social assessments of older people (54.6%). New WHO guidance on services for long-term care and for Integrated Care for Older People (ICOPE) delivered in communities is enabling systemic change as an increasing number of countries incorporate these services within national universal health care benefit packages. A host of UN agencies and other partners support training, increasing health workforce competencies and use of digital health tools.“This report shows the Decade of Healthy Ageing is working,” said Dr Ritu Sadana, Head of the WHO Secretariat for the UN Decade of Healthy Ageing. “More countries are legislating against ageism, providing integrated care, strengthening long-term care systems, and creating age-friendly environments than ever before, in all regions and income levels. But progress is uneven and in one area, regressive: fewer countries report active multi-stakeholder forums on ageing, down from 53.1% in 2020 to 43.3% today. The second half of this Decade must turn commitments into results, in every country.”The financing gap: this Decade's binding constraintFinancing remains the binding constraint: more than a third of reporting countries (33.8%) have very little or no dedicated resources to develop long-term care, with similar shortfalls across the Decade’s other priority areas. Less than half of countries (45.4%) have legislation providing access to assistive devices (including hearing aids, spectacles or rollators), which are key to enabling older people to maintain productive, independent and dignified lives. Only 22.7% of countries can track older people’s health over time – the largest gap across the Decade’s core progress indicators. Nationally representative information is needed in each country, as policies and interventions cannot be designed as if all older adults of a given age share similar needs and capacities. The report calls for sustained investment through national budgets, country-owned plans, development cooperation and innovative financing mechanisms to fully close these gaps by 2030.“The Decade was designed as a whole-of-UN effort, and this report shows it in action,” said Amal Abou Rafeh, Chief of the Programme on Ageing Section at the UN Department of Economic and Social Affairs (UN DESA), and Permanent Co-Chair of the UN Inter-Agency Group on Ageing. “Thirteen UN entities, the World Bank group and civil society organizations contributed to this report, with WHO as the lead technical and implementing agency. That is the model of coordination the second half of the Decade will need to scale, with countries leading legislation, funding and implementation, engaging older people.”“Investing in healthy ageing is not simply a cost; it is one of the highest-return investments a government can make,” said Fiona Stewart, Global Lead for Ageing and Pensions at the World Bank Group. “Countries that invest early in integrated and long-term care see savings that outweigh the upfront cost many times over. The evidence in this report makes the economic case; what is now needed is predictable financing at country level to act on it, along with efforts to support older entrepreneurs and the silver economy.”Older people's own voicesThe report also draws on the direct experience of older people themselves, including a multilingual global survey conducted by the International Federation on Ageing that reached more than 1000 older people across 58 countries. WHO and UN partners called on Member States to use the second half of the Decade to accelerate implementation, strengthen data systems, and secure the financing needed so that the gains of longer lives reach older people everywhere. About the UN Decade of Healthy Ageing (2021–2030)Proclaimed by the UN General Assembly in December 2020, the Decade is a global collaboration bringing together governments, UN agencies, civil society, the private sector, academia and older people themselves to improve the lives of older people, their families and communities. It is coordinated by the World Health Organization together with the UN Inter-Agency Group on Ageing. The Decade's mid-term progress report was transmitted to the General Assembly by the Secretary-General, prepared by WHO, and is available in 6 languages.Full Report available: A/81/366 Implementation of the United Nations Decade of Healthy Ageing (2021–2030): Note by Secretary-General [ العربية | 中文 | English | Français | Pусский | Español
Survey: 54% of Small- to Mid-Sized Businesses Report Double-Digit Health Plan Premium Increases for 2027
/PRNewswire/ -- eHealth (Nasdaq: EHTH), a leading private online health insurance marketplace, today published new original research showing that over half of...
LinkedIn Releases List of Top 100 Business Schools
Over half of the top MBA programs are located outside the United States.
Greening in China and India reshapes climate both locally and far away
A new study published in Advances in Atmospheric Sciences shows that greening in China generally cools the local climate with more rainfall over southern and northeastern China, while greening in India tends to produce warming and less rainfall. The Co-occurring greening in China and India yields uniform climate feedbacks across over half global lands, producing cooler and wetter southern China, cooler western Eurasia, and warmer northern North America.
Logan Health Primary Care Providers Sign Vote of 'No Confidence' in Leadership
Just over half a year after Logan Health primary care providers unionized, providers signed a vote of no confidence in the hospital’s primary care leadership. Despite months of being in the bargaining process with Logan Health and representatives from the Union of American Physicians and Dentists (UAPD), providers wrote they “no longer have confidence that […]
gamescom 2026’s Steam wishlist winners
gamescom wrapped up last weekend, and it was bloody fantastic. It really felt like the industry had a spring in its step again. The show itself was BUZZING, with 368K attendees (+3% over last year), maxed-out exhibit space, and Opening Night Live pulling over 78M online views (+7.5%). Let’s have a look at the games at the event that brought in the most new Steam wishlists between August 23 and 30. One quick thing before we start, and stop me if you’ve heard this one before, but wishlists are NOT a barometer for launch sales (they’re bookmarks, not baskets is what we always say over here at Alinea). With that aside, wishlists are a nice gauge of hype, so let’s dive in. Witche(r)s and Warlocks take the top two spots The biggest game of the event (by new wishlists, anyways) wasn’t a game at all. It was an expansion. The Witcher 3: Wild Hunt’s upcoming expansion, Songs of the Past, nabbed 451K Steam wishlists by the end of the weekend. It’s a big example of something we bang on about constantly: proven IP with built-in fandom is the most powerful force in this market. But said IP can also ripple into other external success stories (more on that later!). Anyway, Songs of the Past debuted at Opening Night Live, and it’s the first Witcher 3 expansion in over a decade, landing next year after a full Witcher 3 remaster (free for existing owners!) arrives next month. The Witcher 3 has sold around 66M copies, and I’ll be one of those owners jumping back in to refresh myself on the core game (like there isn’t enough to play!), then play the expansion next year. This is all part of CDPR’s plan. The studio is clearly whetting everyone’s appetite for The Witcher 4 in 2028 via a classic bridge strategy. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Releasing a free 4K remaster next month – followed by a proper expansion in 2027 – keeps IP top-of-mind across a huge gap between content (games-wise, anyway). It kind of echoes Capcom’s evergreen catalogue strategy. And outsourcing co-development to Fool’s Theory (a studio led by trusted Witcher 3 veterans) keeps CDPR’s internal headcount focused on The Witcher 4. #2 by wishlists between Aug 23 and 30 went to another giant IP: Warlock: Dungeons & Dragons, published by Wizards of the Coast and developed by Invoke Studios (a team of ex-Far Cry, Watch Dogs, and Splinter Cell devs). It’s due to launch in 2027, and it looks brilliant so far. It’s a dark-fantasy open world with third-person spell-slinging. It’s a very Witcher-ish aesthetic. As you might expect, 48% of Warlock’s Steam wishlisters have played Baldur’s Gate 3, and 46% have played The Witcher 3. One to watch. For sure! Mash-ups: Anime GTA (!?) and a city-builder for kids (and adults) Ananta took #3 with 302K new wishlists. It’s an open-world game that looks like GTA and Persona had a baby. It was published by NetEase, developed by Naked Rain, and got a trailer at Opening Night Live. I got hands-on at the show, and it wears its influences openly; there’s literal web-slinging (very Spider-Man) and a LOAD of mini-games (Like a Dragon). It’s free-to-play and out in January. For Ananta, Naked Rain is taking the free-to-play, cosmetics-only route. That’s certainly a choice for a single-player open-world game. Without gacha mechanics driving high ARPU, Ananta is betting purely on top-of-funnel reach and long-term retention. This puts pressure on skin appeal when there’s no multiplayer lobby to flex in (although, co-op is reportedly coming later). Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Then there’s Lego Skylines (273K wishlists between Aug 23 and 30), which does exactly what it says on the tin. It’s a cosy Lego twist on the city-builder genre, as shallow or as deep as you fancy (five min quick sesh or ten-hour no-lifer session; latter for me). There’s some family-friendly stuff in there like couch co-op, which is only really viable on console. Iceflake Studios, which Paradox acquired back in 2020 is developing this one. So Paradox is probably looking for a family-friendly onramp to its rad Cities: Skylines games. The overlap there is plain, with 33% of Lego Skylines wishlisters having played Cities: Skylines and 16% Skylines II. There’s no doubt plenty of parents here (and uncles, ahem) planning to indoctrinate the next gen of city-builders. I’ll definitely be playing with my youngest nephew. This one could be big and educational. I’m very curious to see more. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Mature IP, new and old, rounds out the list As for the rest of the list of gamescom games by new wishlists between Aug 23 and 30: Heroes of Might & Magic III Remake got 189K new wishlists. It remakes the iconic 1999 turn-based-strategy classic in full 3D and 4K. It follows this year’s Heroes of Might & Magic: Olden Era (~1.8M copies sold, as per our estimates), and around a quarter of the III Remake wishlisters have played Olden Era, including 7% of them this month. Wardogs – a $40 PvP shooter – added another 146K to an already massive pile (nearly 1.6M total). It’s published by Team17 and made by Bulkhead. It plays somewhere between the tactical squad stuff of … Squad and the all-out-chaos battlefield of … Battlefield. It’s up to 100 players, and it’s out in about 10 days. It’s already pre-sold over 500K copies on Steam ($16.6M), boosted by a pre-order-only beta. It sold another 70K copies during gamescom, too. Afterworld managed 121K new wishlists. It’s a Paradox-made post-apocalyptic grand-strategy game, and it was announced at the show. It’s a departure from Paradox’s usual historical stuff, and the studio’s first new setting in over a decade. The Paradox purists are into it, with over half its wishlisters having played Hearts of Iron IV (19% this month) and 41% Crusader Kings III (17% this month). Metro 2039 got 110K during the show, tunnelling its total past 1.3M. Nearly 40% of wishlisters have played 2020’s Metro Exodus, the previous mainline title in the series. The Metro novels are Russian, dev 4A Games is Ukrainian, and it’s set in Moscow, so it’s unsurprising that – after the US (17.3% of wishlisters) – the next two countries are Russia (12.7%) and Ukraine (10.0%). The Blood of the Dawnwalker drew in (the blood of) 108K new wishlisters, now totalling an impressive 1.7M (at a $70 price point, though). It’s an open-world dark-fantasy action-RPG set in 14th-century Europe (with vampires!), made by some former Witcher devs at Rebel Wolves. Again, it shows. Over half of Blood of the Dawnwalker’s wishlisters have played The Witcher 3, and its #2 market is Poland, home of Rebel Wolves. That’s that hometown-hero effect we keep banging on about again! And Blood of the Dawnwalker plays very well, by the way. While it looks like a Witcher clone on the surface, it actually brings a lot to the table mechanics-wise. I love the whole time-as-a-currency spin on RPG gameplay. It gives the game a different, refreshing pace. Essentially, you start Blood of the Dawnwalker with a pool of 480 action points spread across 30 days and 30 nights. As for how the game performs, we’ll be posting some numbers next week, so hit subscribe below to get that in your inbox when it’s ready. Subscribe The Witcher’s legacy ripples Make no mistake: on a high level, this was The Witcher‘s gamescom. The #1 game by wishlisters was a Witcher 3 DLC. Warlock is clearly Witcher-inspired – as is Blood of the Dawnwalker, which was made by ex-Witcher devs. There was a lot of other cool stuff on the floor that we’ll no doubt be covering in subsequent newsletters, though! As always, wishlists went through the roof for sequels, remakes, DLC, and licensed IP. As always, though, these wishlists will likely convert to about 5% to 10% of launch-day buyers, with the probable exception of The Witcher DLC – the exception that proves the rule. Either way, we’ve got a nice, diverse list here – one that is very Witcher-y, Paradox-y, and – if you’re a fan of great games on Steam – a bloody good list. We even got a bunch of new IP to get excited for. Great gamescom! Even if we are still processing that unfathomable number of mini Kölsch beers! One more thing: GTA 6 broke the internet (again) Move aside, Spider-Man and The Odyssey (I love you both, really). But the decade’s defining entertainment zeitgeist is round the corner. Unless you’ve been living under a rock, you’ll know that Rockstar dropped an extended look at GTA 6 last week. It was INSANE, the most impressed I’ve ever been by a showcase like this. You can see the budget seeping through every second of the extended look, and this level of game is unobtainable for any other publisher. Everyone’s going nuts, and rightly so. GTA 6 is out in holiday 2026, and it’ll be the biggest entertainment release ever, full stop. For those without a PS5 or Xbox Series console, a $500-$900 console is a big ask in this economy, but GTA will pull a lot of last-generation-console fence sitters over the current-gen fence either way: The autumn timing puts GTA 6 on (digital) shelves for the holidays, meaning a PS5 or Xbox (let’s be honest, mostly the former) will be on many a Christmas and Hanukkah list. Demand will outweigh the struggling supply, though, and PS5 Pros are already sold out and being sold at a markup via scalpers. Every console that isn’t on a shelf is a sale deferred or lost, and worse, it hands scalpers the margin. GTA has cultural clout that reaches everyone. It’s been a mainstream fixture since 2001’s GTA III and its clout has only grown exponentially since then. There’s a touchpoint for every generation alive. The FOMO-word-of-mouth double punch does the rest. Loading... It’ll reactivate the lockdown cohort, the millions who picked up gaming in 2020-21 and churned. GTA 6 will bring them back. Remember when College Football 25 brought a bunch of US gamers to current-gen consoles? GTA will do that globally. Once they’re back (or upgraded), and all GTA’d out, the fresh current-gen-console folks will check out the rest of the current-gen catalogue they missed. GTA Online, if not free to play, will also lead to a boost for PS+ and Xbox Game Pass, another boost for the ecosystem players. Want more free estimates and insights in your inbox twice a week? Subscribe below! Subscribe Even some of the smug PCMR 60FPS crew won’t be able to resist their FOMO and will bite the bullet on a console to play this one early (then double dip). The consoles cost the same as a decent stick of RAM these days anyway lmao… Don’t get me wrong, though. GTA 6 is no silver bullet for the mature console market, but it does prime the current gen for a couple of strong swan-song years. And it’ll also give the consoles more users from which to maximise ARPU. ‘’We are in the latter half of the lifetime cycle of [the PS5],’’ said Sony President and CEO Hiroki Totoki in a Wall Street Journal interview. ‘’That means we do not need to aggressively sell the console today; rather than that, we are focusing on the current revenue from the current user base.’’ The biggest, best premium games always arrive late in a console cycle, so getting more players aboard now, ahead of that content storm (the new current-gen-only Call of Duty included), is a clear win for the platforms. On the Netflix thing, though: let’s all chill out a bit, like. Half my LinkedIn feed was going bonkers treating the reveal debuting on Netflix like it’s the future of entertainment. It wasn’t. It was a six-hour head start, and Netflix left that detail out of the “first-of-its-kind partnership” press release. The extended look hit Netflix at 3pm ET on 27 August, then went up on YouTube and Rockstar’s site for everyone six hours later. And it was all over social immediately, anyways. This reveal was going to reach an untold number of people whether it debuted on Netflix, YouTube, a Times Square screen, or a group chat. The last trailer did nearly half a billion views in a day with no gatekeeper at all. Netflix just stood next to that audience for six hours, borrowing it. It’s was a tidy deal for Netflix, sure. But every outlet on earth was breaking the thing down frame by frame by the evening anyway. Anyway. I’m hype. And we’ll be covering some GTA numbers on the newsletter soon. So hit subscribe below to get that in your inbox when it’s ready! Subscribe The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
In Good Health: Finding A Primary Care Physician
When was the last time you went to the doctor?Not necessarily for something big, not for a broken finger or the flu. Just a checkup. A regular annual visit to make sure everything is ok with your health.For about a third of Americans, it’s probably been too long. In 2024, more than 100 million people did not have a regular primary doctor at all, according to the National Association of Community Health Centers.The outlook is particularly bleak for young people. More than a quarter of people aged 18 to 29 polled in a national survey this summer said they didn’t have a primary care doctor. And over half of them who did have a doctor said they skipped or didn’t schedule an annual wellness check up in the past year.But the blame shouldn’t fall solely on the patients. Primary care doctors are getting squeezed by the current healthcare system. There’s a growing shortage of primary care physicians. That can mean wait times of months just to get an appointment.For today’s installment of our series, “In Good Health,” we’re unpacking the state of primary care—and what to do if you don’t have access to it.Find more of our programs online. Listen to 1A sponsor-free by signing up for 1A+ at plus.npr.org/the1a.
Gates Foundation to give historic $540 million to UW health institute
The Gates Foundation is donating over half a billion dollars to UW's Institute of Health Metrics and Evaluation, whose research informs policies around the world.
WHO urges targeted action to strengthen emergency workforce capacities for shared health risks across the Asia-Pacific region
At a time when the world is more interconnected than ever, the World Health Organization (WHO) is disseminating a comprehensive regional analysis of shared health risks across Asia and the Pacific, urging Member States to invest in enhancing workforce capacities regionwide to mitigate these risks and ensure health systems are better prepared to anticipate, tackle and withstand a range of crises and shocks. Over 100 delegates from 49 countries and areas in the Asia-Pacific region reviewed results from the regional risk analysis during the WHO-led Asia Pacific Health Security Action Framework (APHSAF) Stakeholders Meeting in Malaysia. Synthesizing insights from 21 strategic risk assessments and more than 800 multisectoral experts, the regional analysis highlighted an urgent imperative: countries must proactively invest in emergency workforce preparedness to navigate a landscape where climate hazards, disease outbreaks and geophysical events increasingly overlap. These complex converging crises create devastating, compounding impacts on health systems and communities – reiterating the need for investing in a fit-for-purpose regional health workforce and multisectoral action.Key findings: an evolving risk landscape More than half of the participating countries ranked flooding, cyclones, dengue and pandemic-potential respiratory pathogens as being of high or very high risk, while antimicrobial resistance, landslides and gastroenteritis remain widespread concerns as well. “Given that 51% – over half – of these assessed hazards are deeply interconnected, isolated health interventions are no longer sufficient,” said Dr Saia Ma’u Piukala, WHO Regional Director for the Western Pacific. “Extreme weather events like cyclones and floods directly trigger subsequent disease outbreaks, while environmental degradation – driven by sea-level rise, coastal erosion and saltwater intrusion – fuels health risks across the Pacific. Mitigating these cascading risks requires unified, cross-sectoral action linking environmental, agricultural and public health policies to build true regional resilience.” Priority recommendations for action To address critical vulnerabilities, WHO calls on Member States in the Asia-Pacific region to urgently prioritize the following strategic actions: Bridge workforce capacity gaps. Embed and standardize emergency preparedness within academia to promote regional workforce interoperability. Foster multisectoral coordination. Address ad-hoc taskforce responses and fragmented surge support through formalized contingency plans and standard operating procedures that are frequently updated and tested. Secure sustainable financing for emergencies. Overcome systemic barriers to access dedicated funding for both immediate anticipatory actions and long-term emergency preparedness initiatives. Enable emergency-ready primary health care. Embed emergency management into public health workforce readiness planning. Ensure that emergency planning is inclusive. Establish clear pathways for inclusive emergency planning that actively involves communities most at risk and other vulnerable groups. Optimize communication. Update risk communication and community engagement strategies, aligning them with seasonal risk calendars. Elevating workforce readiness to meet regional health risks While the gaps identified are significant, the Asia-Pacific region possesses solid foundational pillars, including dedicated clinicians, laboratory staff, rapid response teams, emergency medical teams and extensive community networks. However, to adequately address the compounding nature of modern crises, the various components of the emergency workforce must collaborate cohesively. True resilience depends entirely on transforming this currently fragmented workforce into a highly trained, interconnected and rapidly deployable asset. To achieve this, WHO is actively advancing regional workforce capacities through the Global Health Emergency Corps initiative. This initiative – supported by the Gates Foundation and the Institute of Philanthropy – seeks to build a seamless network of emergency workforce across borders and sectors, ensuring that when a crisis strikes, a standardized, well-coordinated and trained workforce is immediately ready to respond. “Scaling up emergency workforce readiness is no longer optional,” said Dr Gina Samaan, Regional Emergency Director for WHO in the Western Pacific. “It is the definitive factor that will determine how effectively the Asia-Pacific region safeguards health and protects lives in an increasingly unpredictable future.” ____________________For more information, or to arrange media interviews, contact: Ara Johannes, WHO Western Pacific Health Emergencies Division: johannesa@who.int WHO Western Pacific Communications: wprocom@who.int
Reward or threat? Omnisend offers quarterly raises for employees who use AI to drive business impact—and says those who don’t will get left behind
For Q1, the first quarter with the initiative in place, just over half of the company’s 246 employees qualified and received raises between 2% and 4% so far.
WHO urges targeted action to strengthen emergency workforce capacities for shared health risks across the Asia-Pacific region
Kuala Lumpur, Malaysia, 11 June 2026 – At a time when the world is more interconnected than ever, the World Health Organization (WHO) is disseminating a comprehensive regional analysis of shared health risks across Asia and the Pacific, urging Member States to invest in enhancing workforce capacities regionwide to mitigate these risks and ensure health systems are better prepared to anticipate, tackle and withstand a range of crises and shocks. Over 100 delegates from 49 countries and areas in the Asia-Pacific region reviewed results from the regional risk analysis during the WHO-led Asia Pacific Health Security Action Framework (APSHAF) Stakeholders Meeting in Malaysia. Synthesizing insights from 21 strategic risk assessments and more than 800 multisectoral experts, the regional analysis highlighted an urgent imperative: countries must proactively invest in emergency workforce preparedness to navigate a landscape where climate hazards, disease outbreaks and geophysical events increasingly overlap. These complex converging crises create devastating, compounding impacts on health systems and communities - reiterating the need for investing in a fit-for-purpose regional health workforce and multisectoral action. Key findings: an evolving risk landscape More than half of the participating countries ranked flooding, cyclones, dengue and pandemic-potential respiratory pathogens as being of high or very high risk, while antimicrobial resistance, landslides and gastroenteritis remain widespread concerns as well. “Given that 51% - over half - of these assessed hazards are deeply interconnected, isolated health interventions are no longer sufficient,” said Dr Saia Ma’u Piukala, WHO Regional Director for the Western Pacific. “Extreme weather events like cyclones and floods directly trigger subsequent disease outbreaks, while environmental degradation - driven by sea-level rise, coastal erosion and saltwater intrusion - fuels health risks across the Pacific. Mitigating these cascading risks requires unified, cross-sectoral action linking environmental, agricultural and public health policies to build true regional resilience.” Priority recommendations for action To address critical vulnerabilities, WHO calls on Member States in the Asia-Pacific region to urgently prioritize the following strategic actions: Bridge workforce capacity gaps. Embed and standardize emergency preparedness within academia to promote regional workforce interoperability. Foster multisectoral coordination. Address ad-hoc taskforce responses and fragmented surge support through formalized contingency plans and standard operating procedures that are frequently updated and tested. Secure sustainable financing for emergencies. Overcome systemic barriers to access dedicated funding for both immediate anticipatory actions and long-term emergency preparedness initiatives. Enable emergency-ready primary health care. Embed emergency management into public health workforce readiness planning. Ensure that emergency planning is inclusive. Establish clear pathways for inclusive emergency planning that actively involves communities most at risk and other vulnerable groups. Optimize communication. Update risk communication and community engagement strategies, aligning them with seasonal risk calendars. Elevating workforce readiness to meet regional health risks While the gaps identified are significant, the Asia-Pacific region possesses solid foundational pillars, including dedicated clinicians, laboratory staff, rapid response teams, emergency medical teams and extensive community networks. However, to adequately address the compounding nature of modern crises, the various components of the emergency workforce must collaborate cohesively. True resilience depends entirely on transforming this currently fragmented workforce into a highly trained, interconnected and rapidly deployable asset. To achieve this, WHO is actively advancing regional workforce capacities through the Global Health Emergency Corps initiative. This initiative - supported by the Gates Foundation and Institute of Philanthropy - seeks to build a seamless network of emergency workforce across borders and sectors, ensuring that when a crisis strikes, a standardized, well-coordinated and trained workforce is immediately ready to respond. “Scaling up emergency workforce readiness is no longer optional,” said Dr Gina Samaan, Regional Emergency Director for WHO in the Western Pacific. “It is the definitive factor that will determine how effectively the Asia-Pacific region safeguards health and protects lives in an increasingly unpredictable future.” For more information, or to arrange media interviews, contact: Ara Johannes, WHO Western Pacific Health Emergencies Division: johannesa@who.int WHO Western Pacific Communications: wprocom@who.int
UW School of Medicine receives major donation for new scholarship
A gift from the Franke family will help cover half of tuition for about 30 UW medical students.
May's top PlayStation games by copies sold
Yesterday’s State of Play gave us an idea of where PlayStation’s heading next. But we’ve had our May estimates for a couple of days now (we always update our data daily for clients), so it’s time to look at what performed best on PlayStation last month. We’ve got a new IP at the top, two evergreens doing their evergreen thing, FC26 smashing it ahead of the World Cup Plus pivot, and a quiet but promising result for Lego Batman. Let’s have a look at the state of Play…Station’s top games for May. 007 takes #001 007 First Light sold 1M copies on PS5 in May, easily making it the month’s top PS5 game by copies sold. Over 80% of those May copies were digital, which is broadly in line with where PlayStation’s digital share has settled for new releases this year. To date, 007 First Light has sold through 2.2M copies across platforms (so no unsold retail copies in that figure). The platform split is 55.1% PS5, 33.1% Steam, and 11.8% Xbox (console, Windows, and cloud combined). In gross revenue terms, 007 First Light has generated $150M. Owing to regional pricing and audience composition differences, the consoles make up a higher share of revenue than they do copies. Of the $150M, 60.5% came via PlayStation, 27.6% via Steam, and 12.9% via Xbox. Part of this is because over two-thirds of 007 First Light‘s PlayStation audience is in North America (43.4%) or Western Europe (23.2%), where local currency means the game generates more revenue per player. On Steam, under half of First Light‘s audience is from those same regions (31.8% North America, 15.1% Western Europe). As we covered in last week’s 007 Steam piece, the Steam version is pulling in higher-than-expected numbers in China, which now accounts for 17.3% of First Light‘s Steam audience. 007 is the equivalent of $44 USD in China, which is roughly 37% cheaper than the US price and about 44% cheaper than Western Europe. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe The crossover data backs up what we’ve seen all year about launch-window cohorts. 11% of PS5 players who played 007 First Light in May also played Lego Batman: Legacy of the Dark Knight, which launched just a few days before. Last month was a great month for Denmark! IO Interactive is Copenhagen-based, and Lego Group is headquartered in Billund (TT Games is UK-based but produces work under Lego Group licence and direction). Speaking of which… A very blocky #2 and #3 Minecraft sold another 788K copies on PlayStation consoles last month. Business as usual, since Minecraft hasn’t sold fewer than 760K copies in a single month all year. With over 350M copies sold across all platforms, Minecraft is the best-selling game in history and one of the strongest brands in the world. Every month, a new cohort of children reaches Minecraft age, which guarantees a constant volume of new sales regardless of what the broader market is up to. The demographic refresh rate is truly impressive, with the audience renewing itself faster than it’s churning. Lego Batman: Legacy of the Dark Knight shifted 757K copies on PS5 last month, bringing its lifetime total on the platform to over 800K. Across all platforms, Legacy of the Dark Knight has now passed 1.5M sold through, so PlayStation accounts for over half of the game’s players. The May crossover data for Legacy of the Dark Knight on PS5 is also useful. 27% of those players also played Fortnite, 16% Roblox, 16% FC 26, and 14% NBA 2K. That’s the household-and-family cohort showing up, plus the launch-window cohort of core gamers who buy practically everything. FC 26 gets players through the door ahead of the World Cup FC 26 sold 411K copies on PlayStation last month (90% via PS5), the fewest copies FC 26 has sold all year and down heavily from April’s 700K. Part of this dropoff is because FC 26 has been available as a PlayStation Plus monthly game since 6 May, cannibalising premium sales. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe The strategic logic is straightforward for EA, which is sacrificing premium unit sales in May to build up the player base ahead of the FIFA World Cup, which kicks off on 11 June. Obviously, a bigger player pool going into the tournament means a bigger pool of potential Ultimate Team spenders during the period when football attention is at its peak. The early returns are around what you’d expect, with 4.4M new players accessing FC 26 via PS Plus last month – a substantial new spender pool. Anecdotally, a few of my mates who were ‘’skipping FIFA and Ultimate Team this year’’, were drawn back in via PS Plus. Lo and behold, one of them is buying packs like it’s going out of fashion. Whether this is all a smart trade for EA depends entirely on the Ultimate Team conversion rate over the next six weeks. Either way, the short-term engagement impact on the game as a whole is evident. FC 26‘s MAUs hit a record 24M on PlayStation in May, up 30% from the previous record set in April. GTA V does what GTA V always does Rounding out the top five is another evergreen title. Grand Theft Auto V shifted another 387K copies on PlayStation last month. No matter what else is happening in the industry, GTA V keeps pulling players in. It’s sold another 1.8M copies on PS5 in the first half of this year alone, helping the franchise pass the 230M-sold milestone across all platforms. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe I have a theory that Minecraft and GTA V are doing the same thing at different demographic levels. Both are functioning as generational gateway games that the audience ages into faster than it ages out of. Minecraft captures kids around age 6-10, GTA V captures much of the same audience around age 12-15 (unofficially, of course). The crossover data suggests this: 40% of GTA V‘s monthly PlayStation players typically play Fortnite in any given month, while 30% play Roblox. Household accounts aside, that’s not the original GTA V audience from 2013. Of course, the under-12 audience would love to get their hands on GTA, too. It’s always been the way of things, and some parents are happy to oblige. Mine did too back in the day, and I turned out just fine. Right? Right!? Want to get your hands on our data for yourself – for free? We’re offering a free trial of our platform for games companies. Send us a message here, or reply to this email, and we’ll set you up. The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
Tom Steyer spent over half a billion trying to get into politics. So far, not so good
Steyer is trailing Democrat Xavier Becerra for the No. 2 slot for the November general election by about 250,000 votes.
School Bus Crashes into Hamline University Science Building
A school bus leaped the median on Snelling Avenue, crashed through a Hamline sign, and embedded itself over half-way into a university building just past 2 P.M. on Tuesday. The school bus driver and a number of school-age children were taken by ambulance to a local hospital, but St. Paul fire officials said no major...
AC Cobra GT Coupe Puts a Fixed Roof on the Classic for the First Time
AC Cars has been around for 125 years, and it's been making Cobras for just over half that time. But it's never made one like this.
Over half of Great American State Fair performers drop out over politics, threats
Bret Michaels and Martina McBride are the latest artists to pull out of the Great American State Fair concert series organized by Freedom 250 on the National Mall this summer.
Why half of America's small business owners think their own marketing looks cheap
UPrinting reports that over half of U.S.
Over half of Israeli adults are overweight or obese, Knesset Health Committee told
31.4% of 7th graders overweight; officials blame high cost of medications, inadequate health services in low-income areas, lack of accessible educational materials in Arab, Ethiopian sectors
Over half of all Israeli adults are overweight or obese, Knesset Health Committee hears
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Growing up with ‘Toy Story’: Andrew Stanton on 30+ years with Woody and Buzz
Andrew Stanton has spent over half his life with “Toy Story.” | Talk 1370
Marathon has sold 1.2M copies across Steam, PS5, and Xbox
Alinea Analytics estimates show that Marathon has generated gross revenues of $55M via 1.2M copies sold on Steam, PS5, and Xbox: Looking at the split between Steam, PS5, and Xbox, Steam is clearly the main platform for Marathon, accounting for a little under 70% of the audience (800K copies sold). Meanwhile, PS5 takes about 19% (217K) and Xbox (including console, PC, and cloud) accounts for a bit over 11% or 133K. Marathon is technically a first-party Sony title, so seeing the home console struggle to break 20% of the volume is a notable data point for the ongoing platform-agnostic debate. PlayStation Studios online games will almost certainly continue being multiplatform (despite Sony reportedly pulling back on PC releases). Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe As for Marathon, the consensus among hardcore players who pushed through the awkward onboarding phase – myself included – is that it’s fantastic. The gunplay, aesthetic, and presentation are among the best in the shooter genre. A great game doesn’t always equal an immediate hit, though, as shown by our estimates. Things are looking lukewarm right now. But this might be one of those marathon-not-a-sprint situations. Had to, didn’t I? Why wasn’t Marathon a hit on the same level as Arc Raiders? One topic that came up in a lot of conversations at GDC this year was why Marathon hasn’t hit the same stratosphere as Arc Raiders. On paper, they’re both extraction shooters, and Marathon has the Bungie pedigree – the house that built the gold standard for gunplay in Halo and Destiny. Marathon’s neon-futuristic aesthetic also distinguishes itself from the gritty realism of Tarkov or the post-apocalyptic hope of ARC Raiders. But vibes can only get you so far for first impressions if the onboarding feels like a brick wall. Marathon is a sweaty PvP-focused experience with a first-time user experience and UI that I can only describe as dreadful. Players are dropped into a complex ecosystem where the UI, though visually striking, is functionally uninformative, forcing users to manually hover over nondescript, identical icons just to identify basic gear or weapon mods. This lack of clarity is compounded by punishing mechanics like a severe heat gauge for movement and a scarcity of vital resources, all without a clear tutorial or a low-stakes mode to learn the ropes. Most people – even top streamers and veteran shooter players – have no idea what’s going on in Marathon at first. Arc is on the complete other end of the spectrum. As we covered here and here, Arc Raiders offers a more collaborative, approachable loop where players often work together toward shared goals. And the objectives are instantly clear. To many players, this contrast only emphasised Marathon’s issues, especially during the testing period. Players understand the Arc Raiders loop within 30 minutes, while Marathon acts as a massive filter, chewing up newcomers and spitting them out before they can experience the depth of Bungie’s signature gunplay. What I’m getting at here is that the poor first-time user experience of Marathon’s Server Slam likely stifled launch sales, while the opposite was true for Arc. Let’s look at the pre-launch copies sold for each game during their respective Server Slams (launch-aligned) : Looking at the trajectory: Arc Raiders saw a massive 80% jump in copies sold during its three-day Server Slam (day -13 to -11). Players jumped in, realised the water was fine, and immediately opened their wallets. Marathon, meanwhile, saw a 49% increase in the four days following its Slam (Day -7 to -3). At the time of each game’s respective launch, Arc Raiders had nearly double the Steam footprint of Marathon – and word of mouth only continued to grow. Bungie could have had more time to fix the onboarding process had the beta happened earlier. But Marathon launched three days after the beta finished. These factors limited the launch sales quite a bit, I reckon. Marathon has found a niche audience, though Despite the friction-heavy start, the data suggests that those who survived Marathon’s onboarding are loving life. We’ve been tracking cross-platform DAUs, and while there’s the expected post-launch leakage, many players are sticking with it. After peaking at 478K total DAUs on its first Saturday, Marathon has settled into a respectable rhythm, holding 345K DAUs as of yesterday and averaging 380K DAUs across the weekend. Steam continues to do the heavy lifting here, consistently accounting for the lion’s share of the daily players. Players have been putting in the hours, too: On Steam, Marathon’s average playtime has climbed to 27.8 hours, significantly outpacing the console averages on PS5 (16.5h) and Xbox (17.3h). Even more telling than the averages: 22% of the Steam audience has surged past the 50-hour mark, and nearly 7% have already logged over 100 hours. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe This data suggests that once the Bungie magic clicks, it hooks players deeper than the average extraction shooter. There’s also started to be a shift in the game’s discourse. Marathon launched as one of those games that’s cool to hate. But as Marathon’s 100-hour club grows, we’re seeing conversations around its mechanical merit outweigh the negativity. Several high-profile creators, who were initially vocal critics, have spent the last week coming around on the mechanical depth of the endgame. It’s a subtle but positive signal; the hate train is losing steam, and a new narrative about the game is emerging. Bungie faithfuls unite Another interesting metric in Marathon’s first few weeks is who, exactly, is playing. Bungie leans heavily on its prestige as the “makers of Halo and Destiny,” in its marketing, and that message has clearly hit the mark. On Steam, the gravity (hammer) of Bungie’s previous work is unavoidable. A staggering 78.2% of Marathon players also played Destiny 2. The trend carries across other platforms, with 74.2% of PS5 players and 82.7% of Xbox players also having played Destiny 2. The Halo legacy lives on, it seems. More on that in a bit. While Destiny 2 went free to play, these numbers still represent a high-intent migration of a fanbase that trusts Bungie’s specific brand of kinetic gunplay and cryptic world-building. The Xbox data adds another layer of legacy. About 85.7% of Marathon players on Xbox have played Halo Infinite, while over half of the Steam audience has spent time in Halo Infinite and 36.1% in the Master Chief Collection (a paid collection of the old Bungie-made legacy games). Interestingly, we see a 55.9% overlap with ARC Raiders on Steam. Overlap is even higher there on PlayStation (60.5%) and Xbox (66.5%). And there’s also significant crossover with Helldivers 2 on all platforms, too. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe Bungie has found some of its fans with Marathon, and the challenge now is keeping this engaged in a high-stakes PvP environment when they’ve spent the last decade primarily enjoying the power fantasies of PvE. On that note… Go the full 26 miles? Or cut and run? Time for some could’ve, should’ve, would’ve. These things would have improved Marathon’s performance at launch: A more robust onboarding process, perhaps in the form of a short single-player/PvE campaign. We know Bungie fans love this stuff. A traditional arena-based mode akin to Destiny’s Crucible could have been a bridge for the cautious players who’d have been otherwise deterred by the Server Slam. It’s also a great palate cleanser after getting merked. Introducing a dedicated PvE environment would have similarly diversified the conversation and lowered the barrier for the Bungie faithful who found the pure PvP extraction loop too abrasive. PvE is safer than PvP these days. There’s an argument that a thin PvE mode would have just felt like a budget Destiny, potentially hurting the brand more. But given how dire the FTUE is, I think it would have been a net positive. Any kind of tutorialised loop that demystifies the stakes, really. While there is merit in a studio sticking firmly to a singular creative vision, and going all in on the hardcore extraction loop. Less forgiving is the technical reality is that the user interface and first-time user experience (FTUE) were not at a commercial standard for launch. Subscribe for free to get the most accurate games estimates in your inbox twice a week 🫶 Subscribe In a landscape where player time is oversaturated and the most contested currency, a flawed FTUE is a critical failure point. But it’s not all doom and gloom, as Marathon has an incredible, unique gameplay loop, suggesting that financial success is still attainable if Bungie can pivot effectively. Bungie and PlayStation now face a difficult strategic crossroads, though – one within a challenging games market. They could: Double down on Marathon with a long-term Rainbow Six Siege- or No Man’s Sky-style recovery plan, which is something I heard Last Stand Media’s Chris Maldonado mention last week. While this could be a sunk-cost fallacy in action, it could eventually yield the audience the game’s mechanical depth deserves. Shift focus toward the inevitable Destiny 3 or another project, mitigating the escalating opportunity cost and cutting their losses, so to speak. Doing both is an expensive proposition, given the high overhead and burn rate of operating out of Bellevue, Washington. With Sony recently demonstrating a lower threshold for underperforming studios and projects, the margin for error has vanished. Whatever happens, the next six months will determine whether Marathon becomes a cornerstone of Sony’s live-service portfolio or a cautionary tale of vision exceeding accessibility. I’m hoping it’s the former, because Marathon rocks. As always, hit subscribe to get updates on Marathon and other relevant games. Subscribe Want to get your hands on our data for yourself – for free? We’re offering a free trial of our platform for games companies. Send us a message here, or reply to this email, and we’ll set you up. The last word Reply to this email – or reach out here – if you have any feedback for the newsletter – or want to request a game for us to cover. [Alinea Analytics boasts the most accurate PC and console estimates in the business. Game makers use our platform to understand their audience, keep an eye on the competition, monitor sales trends, and spot new opportunities. We equip game studios and financial institutions with accurate data and the confidence to make smarter, data-driven decisions. Want to talk about all things games market data? We’d love to chat!]
Lobbyist tied to pardon from Trump charged with attempted extortion
Federal prosecutors charged a lobbyist with trying to extort a former client and his son to recover half a million dollars in debt, according to court filings.
Over half a million of us played Slay the Spire 2 this weekend
The only games beating indie darling Slay the Spire 2's Steam concurrent player peak this weekend are PUBG, Dota 2, and…
READY, SET, IMPLEMENT! Lifelines in Crisis: Prioritizing Women’s, Children’s, and Adolescents’ Health in Humanitarian and Conflict-affected Settings
Conflict, climate change and displacement are driving a global “permacrisis,” with over half of maternal and child deaths occurring in fragile settings. This PMNCH webinar explores rights-based, resilient approaches to protect WCAH and SRHR, strengthen local systems, and accelerate integrated health action in crisis contexts.
Apple testing new 'deep red' color for iPhone 18 Pro, no 'fun colors' for iPhone Fold: report
iPhone 18 Pro is still well over half a year away. Nonetheless, we have some interesting new color rumors for...
Flu cases are down in NYC, but health officials say flu season is far from over
More than 2,200 new flu cases were reported last week, with kids making up over half of cases.
Western Pacific Region achieves milestone: 19 countries complete comprehensive health information system assessments
The Health Information and Digital Health (HID) unit in the WHO Regional Office for the Western Pacific has successfully supported 19 countries, covering 99% of the Region’s population, to conduct comprehensive health information system (HIS) assessments, surpassing the regional target of 15 set for 2025 and advancing efforts toward universal health coverage. Using SCORE, a technical package of essential interventions, recommended actions, tool and resources developed by WHO and partners to address challenges in meeting HIS needs, these assessments systematically assess health data availability and quality, enabling countries to monitor trends, identify and respond to emerging health challenges, and improve policies and programmes for healthier families, communities and societies. The first round of SCORE assessments were conducted between 2019-2021 in 14 countries in the Region and over 130 countries globally. The second round of SCORE assessments were conducted between 2024-2025.SCORE assessments are a key priority identified by Member States and WHO at all levels, including within WHO-Country/Multi-Country Cooperation Strategies, the Regional Vision Weaving Health for Families, Communities and Societies in the Western Pacific Region (2025–2029), and the WHO Fourteenth General Programme of Work (GPW 14, 2025–2028). Within the Regional Vision, implementing SCORE assessments is a key action for technology and innovation to advance health equity (strand 5).The SCORE for Health Data technical package is based on five key interventions, represented by the acronym SCORE. Interventions S, C and O focus on strengthening core data sources. Survey (S) covers population-based health surveys, surveillance systems and censuses, including their capacity to monitor health-related SDGs. Count (C) focuses on birth, death and cause of death registration as parts of a functional CRVS system. Optimize (O) addresses routine health service data and key health service inputs such as health financing and health workforce.Interventions R and E focus on data use for action. Review (R) examines regular analytical reviews of health sector progress and performance, together with national analytical capacity. Enable (E) looks at the policy, governance, and digital foundations needed to support effective data use.The Western Pacific Region shows relatively strong performance in the Review (R) and Count (C) interventions. Most countries in the Region demonstrate good analytical reporting and institutional capacity for analysis and learning. More than two-thirds of countries show more mature CRVS systems, driven by improvements in birth and death registration. However, medical certification of cause-of-death remains a key gap, with limited or low coverage in over half of countries in the Region.Performance under the Survey (S) intervention is mixed. While surveillance systems are generally strong, several countries in the Region continue to face challenges in implementing their surveys and censuses. Monitoring health-related SDGs is still a challenge for more than a third of countries in the Region.The greatest challenges are observed in the Optimize (O) and Enable (E) interventions. More than half of countries have lower maturity levels in routine health service and resource systems. Two-thirds of countries also face challenges with effective use of data and evidence for policy and action, largely due to gaps in digital infrastructure, governance and legislation for health data systems, and especially in data and sharing.  As part of the SCORE methodology, multi-stakeholder consultations and validation workshops were conducted in many countries to review findings and plan strategies for HIS strengthening. The HID unit continues to provide targeted support to facilitate dialogue and assist countries in developing HIS improvement plans. These plans guide governments and partners to align investments and coordinate efforts for maximum impact.WHO also assists countries with tailored technical support to address key gaps as requested by countries/national health authorities. SCORE assessments should be conducted periodically to monitor progress in HIS strengthening, although progress across addressing gaps identified in SCORE should be continually tracked as countries implement improvements.Additional countries will be supported to implement SCORE in 2026. The Regional Vision delivery-for-impact target, endorsed by Member States, is for all countries and areas to have implemented SCORE assessments and have an increased SCORE index by 2029 while WHO is aiming for 80% of Member States in the Region to conduct round two assessments. Countries yet to complete assessments are therefore encouraged to contact the HID unit at the WHO Regional Office for the Western Pacific for tailored support.The implementation of SCORE HIS assessments in the Western Pacific Region was supported by The Gates Family Foundation.
When The Real Thing Costs Over Half A Million, You Settle For This
Kimera Automobili’s EVO38 restomod now has a limited-run scale model, with carbon details and rally wheels that echo the original’s motorsport pedigree
Oceans are supercharging hurricanes past Category 5
Deep ocean hot spots packed with heat are making the strongest hurricanes and typhoons more likely—and more dangerous. These regions, especially near the Philippines and the Caribbean, are expanding as climate change warms ocean waters far below the surface. As a result, storms powerful enough to exceed Category 5 are appearing more often, with over half occurring in just the past decade. Researchers say recognizing a new “Category 6” could improve public awareness and disaster planning.
New 'DNA cassette tape' can store up to 1.5 million times more data than a smartphone — and the data can last 20,000 years if frozen
Scientists have discovered that over half a mile of DNA could hold over 360,000 terabytes of data.
Health insurance premiums to double for over 500,000 Ohioans if ACA tax credits expire
Over half a million Ohioans face skyrocketing premiums if federal tax credits to help pay for their plans under the Affordable Care Act expire at year's end, with some families paying nothing now potentially owing thousands.
Observations after Sixers' bench, George star in win over Bucks
The Sixers’ second unit scored over half the team’s points Friday night in a road win over the Bucks.
KFF Health Tracking Poll: Knowledge and Views of Medication Abortion
This KFF Health Tracking Poll finds that many, including women of reproductive age, remain unfamiliar with key facts about mifepristone. Fewer than half of all adults say they believe abortion pills are safe now, compared to over half of all adults two years ago. This poll explores awareness and perception of the recent FDA review of the medication, and support for policies aimed at restricting it.