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Natural Field expands NF TriSolve platform into sleep wellness with science-driven solutions
Natural Field announces the expansion of its NF TriSolve branded nutraceutical solution platform into the sleep wellness category with the introduction of NF TriSolve SleepRestore Complex
Roundup: Energy employment / Small business confidence / Maritime woes
Jobs in transition: Energy sector employment fell about 1% nationwide and in Louisiana from 2024 to 2025, with Louisiana losing 1,131 jobs to reach roughly 160,000 workers. The decline was driven largely by automation, policy changes affecting renewable energy, and shifting economics, while traditional energy industries such as coal and nuclear saw job growth. Despite […]
AZ's R&D chief Barr touts internal 'science success story' after IL-33 antibody's stellar showing in COPD
With a detailed data drop that AstraZeneca’s R&D chief described as an internal “science success story,” the British Big Pharma has secured an FDA priority review for what it believes could become a flagship biologic in chronic obstructive pulmonary disease (COPD). In detailed results from the late-stage Oberon and Titania trials—first teased in March and detailed in full at the European Respiratory Society Congress in Barcelona this week—the drugmaker laid out the extent of its IL-33 inhibitor’s potential to reduce moderate and severe exacerbations in a wide range of COPD patients still struggling with those “lung attacks,” as AstraZeneca’s Sharon Barr, Ph.D., called them, despite using standard-care inhaled therapy. In the headline results, a 300 mg dose of tozorakimab given once every four weeks curbed those moderate and severe exacerbations in the studies’ primary population of former smokers by 29% in the Oberon study and 34% in Titania. In the overall population of both current and former smokers, these reductions were 30% and 29%, respectively, versus placebo and inhaled standard of care. The benefits also extended to clinically meaningful exacerbation reductions in all prespecified patient subgroups and specifically turned up promising signals in patients across a range of blood eosinophil counts, with Barr telling Fierce that “it’s the details that make this even more exciting than the high-level results that we’ve already shared.” In fact, during AZ’s tozorakimab poster presentation at the ERS 2026 Congress this past weekend, attendees were so enamored by the data that event organizers had to encourage people to clear the room and look at the other presentations on offer, Barr said in an interview. “I think it really speaks to the fact that there is a lot of buzz around these data because the entire respiratory community has been so desperate for new therapies for these patients,” she explained. The respiratory disease continues to represent a “staggering unmet medical need,” Barr said, highlighting the COPD exacerbations that the Oberon and Titania studies homed in on, which she added carry a greater mortality risk than a heart attack. “When a patient has a severe exacerbation, only about half of them are still alive within three and a half years,” she pointed out. As for tozorakimab specifically, Barr christened the molecule “an AstraZeneca science success story,” harkening several years back to the point at which researchers began to explore IL-33 as a driver of respiratory disease, and COPD in particular. At the same time, “there was still so much that wasn’t understood,” she admitted, highlighting the insight that IL-33 signals through both ST2 and EGFR through the RAGE pathway, a discovery Barr attributed to AstraZeneca's own scientists. Understanding the need to tackle both pathways in COPD—and aware of competitor candidates in the hopper, including one that bound ST2—the company ultimately had to make some “courageous decisions,” Barr said. These included taking a prior COPD molecule offline and going back to the drawing board to reinvent its potential IL-33 label “to make sure that we had a molecule that could block signaling through both arms of the pathway, through both the reduced form and the oxidized form, knowing that we wouldn’t be first, but striving to be best.” “When we put [tozorakimab] into the clinic, we firmly believed that we had a differentiated molecule, and we saw the other molecules blocking just ST2 or partially blocking IL-33, unable to deliver two positive pivotal studies in COPD,” Barr explained. “We kept marching forward because we believed our molecule was differentiated, and now I think we have the clinical validation that supports that.” Ultimately, AstraZeneca finds itself on much better footing these days when it comes to potential biologic rivals to tozorakimab in COPD. Sanofi and Regeneron’s Dupixent, for instance, is approved to treat COPD exacerbations in patients with high eosinophil counts, but not low ones. Meanwhile, the future has become cloudier for other next-gen IL-33 candidates from Sanofi and Regeneron, as well as Roche, which have suffered trial flops in recent years. One other potential ingredient for AstraZeneca’s success in its duo of studies was that the company was “ambitious in the trial design, willing to look at an all-comers population,” Barr said, “and willing to enroll the most severe patients.” Prior studies for would-be biologics rivals in COPD “avoided enrolling” those patients, she pointed out. She also highlighted the Big Pharma’s painstaking design of exacerbations in its trial, which “gave us a very rigorous readout,” and pointed to “the extra effort and investment” the company put in to understand the effect of mucus plugs in patients. Barr described mucus production as a “key feature in disease diversity,” noting that mucus plugs—obstructing clumps of mucus that block patients’ airways—are associated with worse outcomes in COPD. In its data announcement, AstraZeneca noted that an integrated analysis of Oberon and Titania found tozorakimab “demonstrated a reduction in patients’ mucus plug score,” with the pharma claiming its biologic is the first to deliver such results in a broad COPD population. “So being able to reduce those mucus plugs, we expect, is an important part of driving benefit for patients who are living with COPD,” Barr said. Again touching on the breadth of the study populations, Barr added that tozorakimab “worked across all eosinophil levels in both current and former smokers across all levels of lung function,” which she suggested “really simplifies decision-making for clinicians, and it allows them to offer therapy to the broadest possible patient population.” In the highest patient eosinophil count group, tozorakimab helped chart a 43% reduction in exacerbation risk, which Barr stressed were “unprecedented data.” In the mid-level group, AZ’s drug delivered a 23% reduction and, in the lowest group, a 34% reduction in eosinophils, which Barr said suggests efficacy “in all patient subgroups.” As for AZ’s recent guidance upgrade on the medicine’s sales opportunity, the lift from a $3 billion to $5 billion range to $5 billion plus was informed by multiple factors, Barr said, including the fact that “in 2024, there were multiple competitors, and there aren’t anymore.” Additionally, “we know that this is a massive unmet medical need, and this is a really incredible set of data that we think will be very convincing to the clinical community,” Barr said. Looking ahead to a potential evolution of the COPD treatment landscape, Barr noted that most patients start treatment in the community with an option like a triple therapy, and for them, having an option like AstraZeneca’s inhaler Breztri will remain a “really important part” of that journey. But of the patients uncontrolled on triple therapy, which Barr described as “about half of them today,” just a “small fraction” are currently eligible for biologic therapy, which she emphasized AstraZeneca is working to change. Understanding that COPD is not a “one-size-fits-all” disease, AstraZeneca is also looking at its antibody drug Tezspire for patients with T2-driven disease, and the company continues to think about new mechanisms for tackling COPD through both systemic and inhaled drugs, Barr said.
Natural Field Expands NF TriSolve® Platform Into Sleep Wellness With Science-Driven Nutraceutical Solutions
/PRNewswire/ -- Natural Field, a technology-driven nutraceutical ingredient solutions provider, announced the expansion of its NF TriSolve® branded...
World shares and US futures decline, while oil prices press higher
World shares and U.S. futures have fallen as flaring conflict in the Middle East pushes oil prices higher. China said that its exports jumped 25% year-on-year in August, driven by
World shares and US futures decline, while oil prices press higher
World shares and U.S. futures have fallen as flaring conflict in the Middle East pushes oil prices higher. China said that its exports jumped 25% year-on-year in August, driven by
Asian shares and US futures decline, while oil prices press higher
Asian shares and U.S. futures have fallen as flaring conflict in the Middle East pushes oil prices higher. China said that its exports jumped 25% year-on-year in August, driven by
Asian shares and US futures decline, while oil prices press higher
Asian shares and U.S. futures have fallen as flaring conflict in the Middle East pushes oil prices higher. China said that its exports jumped 25% year-on-year in August, driven by
Americans' Satisfaction With Schools Is at a Low Point, New Gallup Poll Shows
Americans' satisfaction with the quality of K-12 education in the country has hit a low point, driven by a growing political divide and concerns that schools are not preparing children for college and future jobs. Just 32% of American adults say they are “completely” or “somewhat” satisfied with the ...
AI identifies 800 plant proteins for sustainable food emulsifiers
Scientists at the University of Leeds have developed an AI-driven process capable of rapidly identifying plant proteins with emulsifying properties, potentially replacing synthetic and animal-derived alternatives in food and cosmetic applications.
Researchers identify new therapeutic target for salt-sensitive hypertension
The researchers discovered that a signaling pathway called AP-1 complex links dietary sodium to immune-driven salt-sensitive hypertension.
Business Rules Management System Market to Reach $4.20 Billion by 2035 as AI-Driven Decision Automation Accelerates
The U.S. Business Rules Management System Market is Projected to Grow from $0.47 Billion in 2025 to $1.09 Billion by 2035, While Europe is Expected to Expand from $0.54 Billion to $1.36 Billion, Driven by Real-Time Decision-Making, Regulatory Compliance, Enterprise Automation, and Rising Adoption of AI- and Machine Learning-Enabled Business Rules PlatformsAustin, United States, Sept. 07, 2026 (GLOBE NEWSWIRE) -- The Business Rules Management System Market was valued at USD 1.79 Billion in 2025 a
Business Rules Management System Market to Reach $4.20 Billion by 2035 as AI-Driven Decision Automation Accelerates
The U.S. Business Rules Management System Market is Projected to Grow from $0.47 Billion in 2025 to $1.09 Billion by 2035, While Europe is Expected to...
Global Growth Fund is Re-Evaluating Flutter Entertainment’s (FLUT) Strategic Fit
Sands Capital, an investment management company, released its second-quarter 2026 investor letter for “Sands Capital Global Growth Fund”. The letter can be downloaded here. Global Growth seeks the best growth businesses worldwide, leveraging a research team that explores both developed and emerging markets for sustainable competitive advantages. In the quarter, global equities rebounded strongly, driven […]
The science behind the beauty business
Some of Europe’s industrial champions may be in retreat, but its cosmetics sector remains a global leader, buoyed by healthy demand, recognised brands and a reputation for innovation."The fact is, the science in cosmetics is better here in Europe than anywhere else in the world,” says Pierre Morvan, CEO of Technature, a private label cosmetics manufacturer located near Brest in France’s northwestern Brittany region. “You have to have good science in order to make the difference, and that is why we invest so much in research and innovation.”Across Europe, the beauty and skincare products sector supports an estimated 3.6 million jobs, including 265,000 employed directly in the industry, according to the Cosmetics Europe trade group.. Cosmetics production contributes an estimated €11 billion to the EU economy, and generated €30 billion in export revenue last year, a €400 million rise from 2024.Technature itself has a global footprint, supplying products for 1,500 brands in 65 countries. Its range of skin gels, facial masks, nail treatments and other products include natural ingredients and extracts derived from plants, such as seaweed, that are developed and refined through science-based analysis and testing.While industry projections point to sustained growth for the foreseeable future, driven by emerging economies and wider availability of exclusive brands that were once chiefly sold by high street retailers, the sector is not immune to the impact of geopolitics and trade wars. The Trump Administration’s tariff threats have dented cosmetics exports to the EU industry's largest overseas market. After the European Parliament approved the EU-US Turnberry Agreement in June, setting a 15% levy on many EU goods, the French Federation of Beauty Companies warned that “exports are falling sharply” and urged the EU to negotiate an opt-out for cosmetics.Technature’s CEO flags South Korea as an emerging competitor, partly due to its assertive marketing efforts. “I would have to say I am a little bit scared,” Morvan says, regarding the growth potential of the South Korean cosmetics industry. “This is why science and innovation are so important if Europe is to remain the leader.”With a workforce of 200, including biologists, chemists and other scientists, around 15% of Technature’s staff work in three research and development (R&D) labs. A similar number work in four quality control and assurance facilities, where science plays a crucial in ensuring product safety in a sector that is subject to the European Cosmetics Regulation.Educational exchange between industry and academiaIn recognition of Technature’s research and innovation, Morvan was selected as one of Brest’s ambassadors to Science Comes to Town (SCTT), a European initiative to strengthen communications and understanding between science and society. Brest is one of three coastal cities in the EU-funded programme, alongside Split (in Croatia) and Kiel (in Germany). From 7-11 September, Brest will host the EU TalentOn contest featuring 100 early-career researchers from across Europe.Morvan appreciates the value of engagement with educational and scientific institutions as well as the home community. For instance, Technature collaborates closely with university partners to enhance its in-house R&D. In addition, it invites students to its labs and sends its own researchers to local institutions. "We absolutely want the students to know what the industry is all about,” Morvan says, noting that seeing science in action can help young people “understand that they can do something real with science, to create something with what they are learning.” He says another important benefit: encouraging new generations of young people to consider a career in cosmetics.Community involvement also raises awareness about Technature and the skincare industry as a whole. “The public gains recognition of the innovative company that we are, and this is important for getting new customers,” Morvan says. One of its recent innovations — tiny, colourful cosmetic pearls that release skin moisturisers on application — was showcased at this year’s VivaTech event in Paris.Morvan holds a master's degree from the Brest Business School and studied animal production and biology in Brest at the University of Western Brittany (UBO), an SCTT partner, and at the University of Tours. He got his start in business in 2002, initially working on using seaweed as a raw material in the food industry before transitioning to cosmetics. Morvan has always been interested in connecting science and business, reflecting one the goals of SCTT to enhance public-private collaboration.The invitation to participate in SCTT was unexpected. “It was a surprise to get a call from the city of Brest saying that they wanted me on this programme,” Morvan recalls, adding that officials were drawn by his company’s R&D. “It's not only theory and science fundamentals. Our science is something that is applicable to the global market — and important for the community.”Science|Business, which connects policymakers, academics and industry through its news reporting, analysis and events, is an SCTT partner.
Scientists Think Campfires May Have Helped Humans Invent Language. Here’s Why.
Researchers theorize that firelight, storytelling and shared attention may have helped push human communication beyond basic survival signals.
PwC Projects Global Entertainment, Media Revenue To Hit $4.2trn By 2030
PwC projects global entertainment and media revenue will reach $4.2 trillion by 2030, driven by digital innovation and live experiences.
Naevis prepares for AI-powered rebirth as SM plots new portal to virtual fandoms
Studio Realive CEO Jay Kim says SM Entertainment aims to reinvent its virtual idol with AI-driven interaction and immersive live experiences as early as 2027.
Sudan’s war-driven blackouts push residents toward solar power but high costs shut many out
In Sudan, many residents are turning to solar energy to cope with frequent blackouts caused by the ongoing conflict.
AMC Entertainment (AMC) Forms Leawood Films For Low Risk Movie Distribution
AMC Entertainment Holdings (NYSE:AMC) created Leawood Films, a new film distribution company focused on low-risk projects. The unit plans to work only with fully financed or completed films and use AMC's theater network and marketing reach. Leawood Films is led by veteran entertainment executives and intends to collaborate with established distribution partners. This move by AMC Entertainment towards lower risk, partnership driven content deals fits a broader shift many investors are...
Azores president highlights innovation-driven future at Fall River event
Azores President José Manuel Bolieiro discussed the islands' shift toward tech and space research during visit to Fall River.
The best time to buy an iPhone may be right this minute
Whatever your favorite smartphone, it’s going to cost more. Blame inflation driven by the AI boom.
15 discouraging hours with Onimusha: Way of the Sword, and 10 brilliant ones with He Who Watches
In the last few weeks, while playing some video games that I might review, I emailed two cries for help. I sent the first to a rep for Capcom, confessing that the company’s samurai game Onimusha Way of the Sword (out today for PC and console) was crushing me. “Feels like I’m playing ‘hard’ mode, not ‘normal,’” I wrote. “And I don’t want to have to knock it down to “story”. I’m exploring, trying to level my gear, but these two-phase boss fights with no mid-fight checkpoints are brutal.” I wagered I was only about halfway through the game, if that. I wasn’t sure I could keep up with the steepening difficulty curve. Was I missing something? Then, on Monday, I took some photos of some puzzles that were baffling me in the mind-bending He Who Watches (out now on PC), wrote out lengthy descriptions of how I’d been trying to solve them and asked Bobby Vanden, the game’s solo developer, for a nudge in the right direction. I told Vanden I’d spent hours on these puzzles. “I’m stuck in triplicate,” I told him. Could he tell me if the solutions I was attempting were even on the right track? I didn’t mention that the puzzles—coupled with major time pressures from other work—were stressing me out so much that playing the game was giving me headaches. This double dose of panic was unusual. I’m used to managing a workload full of reporting and reviewing, used to a crowded schedule and the need to stay calm amid the bustle. But I was stressed about these games. No one was forcing me to review them, nor even play them. I’d simply found them interesting enough to start, hoped they’d be interesting enough to write about and I’d sunk hours into them assuming I’d made the right call. Suddenly, however, I felt trapped. I was emailing for a way out. Above: This guy took me about an hour to beat. The feedback I got from Capcom confirmed my fears. They didn’t say it, but I will: Onimusha Way of the Sword is not for me. It’s a brutally hard game in need of a normal difficulty level. It’s a game that spikes so severely during its abundant boss fights—yet offers such flawed ways to improve when outside of them—that it feels like a bait-and-switch. In the new Onimusha, you play as famed samurai Musashi Miyamoto, aided by a magical soul-absorbing gauntlet that is possessed by a lady who offers advice. (Way of the Sword is a continuation of Capcom’s long-dormant Onimusha series, but that set-up had me wondering if the company was cribbing from their ill-fated Bionic Commando reboot; read about “wife-arm” when you get a chance). Way of the Sword is partially set in 17th century Kyoto, an explorable city where Miyamoto can fight demons, help civilians and eventually rescue ghostly dogs. The city evolves over time, with new mini adventures and obtainable loot on offer, all feeding into systems that promise to upgrade your gear and sword-fighting skills. Upgrades, however, are so incremental as to be imperceptible, causing the exploration of Kyoto to feel like inconsequential busywork. From that hub, players can go on linear missions into forests and old temples, where they will encounter many of the game’s tough bosses. Combat in Way of the Sword is akin to many modern melee games. Players are asked to mix attacks with dodges and parries. They’re encouraged to deplete an enemy’s stamina bar in order to do greater damage to its health bar. The old Onimusha games’ signature move was the issen, a counter-attack so sudden it’s all but pre-emptive. You strike just as they begin to strike toward you, beating them to the cut. By definition, the issen is a high risk move, leaving you wide open to pain. It feels risky in the game, especially against bosses, who can maul you in just a few blows. A game might train you to perform an issen well by offering a variety of lesser enemies who are not as tough as the boss but get close. Or it might offer a toehold against bosses by saving or checkpointing the player’s progress when a boss’ first health bar has been destroyed and before the second health bar appears. It might offer the less skilled player a chance to over-level their character, should the player simply commit to playing through its optional sidequests. Way of the Sword does none of this. Fighting its trivially easy grunt enemies and then its ferociously adept bosses is like playing a game of chess where I’ve got a rook, while the opposing side is all pawns and five queens. Bosses simply don’t checkpoint. You may be able to clear a boss’ first phase without taking much damage. Good for you. Do it again, every time you fail the second phase. As for the the central Kyoto hub, I kept pace with all of its added side activities and never felt like I was overpowered. Bosses could still easily buckle me. The new Onimusha, I concluded, is just too discouraging to keep playing. The advice I got from Capcom had been well-intentioned. They reminded me of the game’s various systems. They alerted me to an optional assist that flashes recommended button inputs (basically: counter this move; dodge that move). It was a little helpful. So was dropping down to “story mode,” which I tried last night. Story mode turns on those button prompts by default. It makes countering and dodging way too easy, nearly automatic. I don’t consider myself a master of action games like these, but I’ve cleared the likes of God of War, Stellar Blade, Star Wars Jedi and others of sub-Sekiro difficulty and had a fun time doing so. Not here. Not yet. Unless they patch Onimusha: Way of the Sword and add a middle difficulty or just checkpoint the damn bosses when they’re between health bars, my streak of loving Capcom games released in 2026 will likely end at two. It’s a shame, because I was having a good time finding those ghostly dogs. And then there’s He Who Watches, a phenomenal first person puzzle game with Portal vibes, except instead of a portal gun you’ve got a magical bow that shoots one arrow that can activate switches or be used to drag blocks. The twist is an actual twist: you can also walk on walls and the ceiling, reorienting gravity as you do, thereby placing blocks onto those other surfaces. Walking on walls and ceilings to solve problems is really the best thing. Would that I could in reality. He Who Watches consists of locked-room challenges, each brief enough to only require about a minute to actually solving, though it will take five, 10, eventually 30 minutes to figure out said solutions. They are not obvious! It’s a game of layered mechanics and shocking solutions. For example, see if you can follow this: You can drag a block to a wall. Then you can walk on the wall, which now feels like the floor, and drag that block across the wall. Later, back on the floor, you might realize you can look up. The block is still on the wall, stuck to it. You can shoot your magic arrow to its underside. Doing so creates a tether, so that you can yank the block off the wall and carry it, as if it were a balloon, into the spot where you need it to be to solve the puzzle. Here, watch Vanden explain some of the game’s basics in this launch trailer: As with any great puzzle game, the solutions to He Who Watches’ puzzles elicit relief and amazement. Oh my god, that worked! I didn’t even think that could be possible! Learning to solve the game’s puzzles feels like learning magic. But, oh, does the game get hard. Its Steam reviews, mostly glowing, are full of players remarking how quickly He Who Watches made them sweat. Wrote one: “loving this one already although my brain is hurting!” Wrote another: “As you get further in the game it feels like you need an IQ level of at least 120+.” Vanden has shown some mercy. Each locked room puzzle includes an optional junior version of the puzzle, meant to teach you. Difficulty nevertheless ramps severely. By the time I was emailing Vanden for help, I was struggling to even clear one of the hint puzzles. When I messaged him, my stress was exacerbated by strange things I’d found in the game’s various hubs: suspicious passageways, odd blocks and some intriguing locked doors. These were hints of secrets, I realized, yet I sensed I needed to play further into the game to understand them. I was stuck, but I wanted to see the rest. Vanden offered to give me the exact solutions, to solve those three puzzles for me, but first he gave four nudges. Three were for the specific puzzles, but his best hint was for all and ultimately proved to be a terrific life lesson: go back a bit, he suggested. Do the puzzles right before those. They were teaching you something. Focus on what their lesson was. Don’t rush, in other words. Recognize what you’ve accomplished. Build off of that. I did so. I absorbed the lessons. I saw those three tough puzzles in a new light. I solved one the night after he wrote back, another the morning after. I left a third for another time. I didn’t need it and I wanted to plunge deeper into the game, closer to the moment when I was sure I could start unlocking those secret doors. My head stopped hurting, too. He Who Watches feels special. It’s got more challenges, and I’m undeterred. It’s also nice that its puzzles don’t have a surprise second health bar. Game File is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. Subscribe Item 2: In brief… 🎮 Ilari Kuittinen, co-founder of Helsinki-based Housemarque (Super Stardust HD, Resogun, Returnal) has stepped down from his studio, after a 31-year run, saying he’s “ taking a rare and well-deserved breather.” Sony purchased Housemarque in 2021, and the studio released its newest game, Saros, earlier this year. Trend-watch: Sony-owned Insomniac saw its founder Ted Price retire in early 2025, after a 30-year run. Sony-owned Sucker Punch saw its co-founder Brian Fleming step down in late 2025, after a 28-year run. 👀 Savvy Games Group chief Brian Ward is stepping down from the Saudi-government-backed games conglomerate, Bloomberg reports. No word on a long-term successor yet, nor if this augurs any closer integration between Savvy and Electronic Arts. EA was purchased by a consortium led by Saudi’s sovereign wealth fund, in early August. 💿 Square Enix has denied a Japanese media report that the company was planning to go private. In very different Square Enix news, the company revealed that the physical version of Final Fantasy VII: Revelation, the April 2027 finale of its radical remakes of FFVII, will include just one disc in its case, requiring a download for the rest. The first two FFVII remakes in the trilogy shipped on two discs apiece. While Square hasn’t commented on the reason why, a feature here in Game File last month broke down the processes and costs for physical games. The expense of a second disc comes out of the game publisher’s cut of each copy. Square could be saving in excess of a dollar a copy with this move. 🟥 Grand Theft Auto IV’s 26-minute ’‘extended look” gameplay showcase that premiered on Netflix last week—and was exclusive to the platform for six hours—drew 31.1 million views in its first four days, the streamer announced. (Netflix calculates views as total viewed hours divided by runtime; excludes replays). Compared to YouTube: The version that later premiered on Rockstar Games’ YouTube channel is sitting at 22.6 million views after seven days (YouTube’s more liberal counting system tallies anyone who viewed even just the first few second.) Compared to other Netflix mega-events: Last year, Stranger Things season 5’s first four episodes, which debuted together, drew a record 59.6 million views in their first few days on Netflix. For more of a live event type of comparison, in 2024, the Jake Paul vs. Mike Tyson boxing match drew 65 million concurrent streams as it happened; Netflix didn’t release live numbers for the GTA premiere. ☁️ Microsoft is changing the way it charges for cloud gaming, from an all-you-can-play offer for Xbox Game Pass subscribers, to caps for the subscription’s tiers (15 hours per month at the Ultimate tier), with the option to buy more hours in bulk beyond that. The company also said it will sell batches of cloud gaming time to non-Game Pass subscribers, details TBA. Microsoft does not release figures for cloud game usage, but said its changes would impact 4% of Game Pass subscribers. That implies a small portion of its subscribers exceed the 15-hour monthly mark. Cloud gaming offers the promise of playing games without the need for console or PC hardware, as the graphics, sound and controls are all transmitted via a streaming connection. Microsoft notes that its cloud gaming service can be used for a range of things, including Xbox One players using it to play newer-gen Xbox Series games via streaming; and people playing games via streaming, sans any console, “in markets where consoles are less available or affordable.” (That latter use case could even be relevant in Xbox’s home market soon, as console prices keep rising.) Take Two Interactive chairman Strauss Zelnick recently told investors he expects game-streaming tech, which has been only lightly adopted by gamers for over a decade, to be widely used within three years. 🇺🇸 The Trump administration has published multiple agenda-driven web video games to the White House’s website. One called Build The Wall partially clones Tetris as it asks players to build a wall to stop a “zombie border siege.” While actual Tetris involves clearing lines and basically not building a wall, the Trump-backed game omits the line-clearing aspect (and omits the fun as well). On Instagram, Tetris’ official license holders reacted by stating: “At Tetris we believe in the power of connection and bringing people together, not dividing them. To our fans everywhere: we love you, we see you, and we’re grateful to have you in our community. P.S. The Tetris Company was not involved in the creation of ‘Build the Wall.’ P.P.S.: We take copyright infringement very seriously.” Item 3: The week ahead: Tuesday, September 8 Game releases: Mewgenics (consoles; already out on PC) is an engrossing tactical combat game (with cats). It is getting its console port right after the release of a Star Wars tactics game and ahead of the late September launch of a Fire Emblem–a bumper crop for the genre. Wanderburg (PC) is an auto-shooting game like Vampire Survivors, but you’re a castle on wheels Event: Nintendo airs a 30-minute Nintendo Direct (10am ET) focused on The Legend of Zelda’s 40th Anniversary. A full unveiling of the upcoming remake of The Legend of Zelda Ocarina of Time is expected. Will they also show footage from next year’s live action movie? Tease the next big 3D Zelda? Add Link to Mario Kart World? Shadow-drop a new Tingle game? Wednesday, September 9 Event: Nintendo again! On this day, they’re planning to air a 45-minute Nintendo Direct (10am ET) focused on games heading to Switch 2 this winter. Followed by about an hour of gameplay demoed by the company’s Treehouse team. The September Nintendo Directs are always some of the year’s biggest. The 2025 edition included announcements of several major 2026 Switch/Switch 2 games: Pokémon Pokopia, Mario Tennis Fever, Yoshi and the Mysterious Book, Fire Emblem Fortune’s Weave. Plus the return of the Virtual Boy. Friday, September 11 Game release: EA Sports NHL 27 (PlayStation, Xbox) is a hockey game. There are so few that an indie studio that had been making wacky sci-fi first-person shooters just announced that, hey, we’re going to fill a void and make a hockey game for PC.
Microsoft unveils distraction-free Windows for developers, but anyone can replicate it
As part of its push to promote AI-driven development, Microsoft and its hardware partners will begin selling high-end PCs with a clutter-free version of Windows later this...
Electric fire truck purchases are driven by employee health and climate concerns
Employee health and climate concerns are the key drivers of municipal purchases of electric fire trucks.
Don’t blame free markets for populist failures
American economic struggles are driven by government spending and intervention.
Smart ring maker Oura files to go public, pitching investors on AI-driven preventive health
Oura, the smart ring maker and health tracking company, filed to go public on Thursday to fuel its next phase of growth as it aims to build an artificial intelligence-powered health platform. | Oura, the smart ring maker and health tracking company, filed to go public on Thursday to fuel its next phase of growth as it aims to build an artificial intelligence-powered health platform.
Cook County Department of Public Health Launches Building Healthier Communities 2030, a Community-Driven Roadmap to Advance Health Equity Across Suburban Cook County - Cook County Department of Public Health
Today, Cook County Department of Public Health launched Building Healthier Communities 2030, suburban Cook County’s Community Health Improvement Plan. The plan was announced together with Cook County Board President Toni Preckwinkle, Cook County Department of Public Health, community organizations, healthcare providers and cross-sector partners. Building Healthier Communities 2030 serves as both a collective vision and a practical roadmap that will guide public health efforts across suburban Cook County through 2030.The plan aligns with President Preckwinkle's Policy Roadmap and reflects a shared commitment to advancing health equity through coordinated, community-informed action.
Tarrant County commissioners approve cutting 92 Election Day polling sites
Tarrant County election officials have said the decision was driven by cost and low voter turnout.
ATLAS publishes first paper on Public Engagement with Science
You can’t exactly take the ATLAS experiment on tour. At 7,000 tonnes and buried 100 metres underground at CERN, it’s not easy to move. So, for more than a decade, the ATLAS Collaboration has found another way to bring the experiment to people around the world: live, interactive virtual visits with the scientists who work on it. In a recent paper published in the European Physical Journal Plus, the ATLAS Collaboration documents the evolution and impact of its flagship Virtual Visits programme. The paper is the Collaboration’s first publication focused specifically on science education, communication and outreach. It traces the programme from its beginnings as an experimental outreach effort in 2010 through its growth into a global programme – connecting classrooms in the Amazon, schools in the Himalayas and even a research station in Antarctica. Drawing on data collected between 2019 and 2025, the paper examines the programme’s reach and impact. Global reach, local connection Figure 1: World map showing the number of virtual visits across participating countries from 2019 to 2025. Cooler colours (purple and blue) are used for countries with fewer visits, and warmer colours (red and orange) for countries with more visits. (Image: ATLAS Collaboration/CERN) The core mission of the ATLAS Virtual Visit programme is to connect audiences worldwide with particle physicists and engage them in accessible discussions about cutting-edge research. While visiting CERN in person is an unforgettable experience, financial and logistical barriers can make such a trip difficult for many students and public groups. Video conferencing has allowed the Collaboration to break down these barriers: between 2019 and 2025, the Collaboration hosted 698 virtual visits, engaging tens of thousands of participants across nearly 70 countries (see Figure 1). Interactivity is central to the programme. Far from simple one-way broadcasts, Virtual Visit audience members are encouraged to engage in conversation with the scientist(s) hosting the visit. Most hosts are volunteers from the ATLAS Collaboration, who bring their diverse scientific expertise, language skills and cultural backgrounds to each visit. Where possible, audiences are paired with volunteer scientists who share their native language and cultural background, making it easier to engage, ask questions and connect with the hosts. Between 2019 and 2025, Virtual Visits were held in 19 different languages. The core mission of the ATLAS Virtual Visit programme is to connect audiences worldwide with particle physicists and engage them in accessible discussions about cutting-edge research. Constant evolution Figure 2: The number of ATLAS Virtual Visits organised annually since 2019. (Image: ATLAS Collaboration/CERN) The ATLAS Virtual Visit programme has continuously evolved to enhance the visitor experience. Early sessions were hosted directly from the ATLAS Control Room before transitioning in 2014 to a dedicated space in the ATLAS Visitor Centre, equipped with modern videoconferencing technology. In 2019, the ATLAS Collaboration expanded the programme’s reach, introducing live Virtual Visits from the experimental cavern during year-end maintenance stops and long LHC shutdowns. These exclusive sessions take participants beyond the ATLAS visitor platform, offering real-time, up-close views of the towering detector. When the COVID-19 pandemic disrupted in-person gatherings worldwide, demand for virtual engagement surged. The ATLAS Collaboration adapted rapidly by introducing Open Virtual Visits streamed via Zoom and YouTube, allowing individual science enthusiasts and families to join live guided tours. Figure 2 shows that the programme reached a peak of 155 visits in 2021 and has since maintained around 100 visits per year, demonstrating sustained engagement beyond the pandemic-driven increase. More than just a tour Beyond participation numbers, the paper highlights the positive impact on participants and educators. Teachers report successfully integrating Virtual Visits into their physics curricula, sparking sustained curiosity and in many cases inspiring students to pursue STEM studies and careers. Feedback received also highlighted how the direct dialogue with ATLAS scientists has given students an authentic and personal perspective on particle physics, helping them connect what they learn in the classroom with the people behind ATLAS research. Looking ahead, the programme will continue to evolve with new technologies and communication platforms. The goal is simple: to give even more audiences the opportunity to engage directly with particle physics and make fundamental science open to all. Learn more Breaking barriers: the impact of ATLAS Virtual Visits in science communication (Eur. Phys. J. Plus 141, 874 (2026), arXiv:2601.22457, see figures) ATLAS Virtual Visit Dashboard Register for an ATLAS Virtual Visit
$21+ Billion Business Process Management Market Outlook 2026-2035 | AI and Automation Drive the Next Wave of BPM Growth
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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!]
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Growth is driven by AI-powered platforms, real-time 3D visualization, virtual production, digital humans, cloud collaboration and immersive experiences...
BREAKING: Netflix to shut down two more game studios
Netflix is sticking with video games but once again reducing the number of studios it owns making games. The streaming giant is closing Los Angeles-based Night School studio, which it acquired in 2021 and plans to close Helsinki-based Moonloot, which was founded in 2022. Just six weeks ago, Night School had released Unhinged, a novel 30-minute first-person horror game, streamable on TVs to Netflix users. The game was hailed by Netflix co-CEO Greg Peters in a call with investors. Six weeks later, Night School is closing. Prior to its Netflix tenure, Night School had developed the award-winning supernatural thriller Oxenfree. A second Oxenfree game followed after the purchase, as well as a mobile game designed to tie in to an episode of the Netflix show Black Mirror. Netflix attributed the studio closures to a prioritization around kids gaming, party games, story-driven fare and games with mainstream hooks, such as a recently released FIFA game. “We see an opportunity to be more focused in our execution, so we are making organizational changes to the business to match those priorities,” a Netflix spokesperson told Game File. Netflix is also cutting jobs from its internal games team. A rep declined to say how many jobs were being lost by these cutbacks. “We are incredibly grateful to the talented colleagues we’re saying goodbye to today. We thank them for all their contributions to Netflix, and wish them the best,” the rep said. Netflix started releasing video games, initially on mobile as a free bonus to subscribers, in 2021. By 2023, Mike Verdu, then the head of Netflix’s game operations, was telling me that the company was committed to growing carefully, as it offered more games and built up internal game studios. At the time, it hadn’t made any gaming job cuts. Since then, Netflix has altered its approach. In 2024, it shut down Team Blue, a start-up studio led by ex-Call of Duty and Halo developers that was exploring making a high-end first-person game for the service. Last October, Netflix shut down another studio, Boss Fight, shortly after Peters praised the team’s Squid Game game to investors. (One of Boss Fight’s main developers now works on the Netflix FIFA game for outside studio Delphi.) And in December, Netflix sold cozy game studio Spry Fox back to its founders. Amid all of this, Netflix has shifted from emphasizing mobile games to offering games through TVs and PCs, via streamed connections, with phones used as controllers. That’s how Night School’s Unhinged worked, along with games such as Boggle and Party Crashers that have collectively helped the Netflix game controller app chart well on mobile app stores. The studio cuts leave Netflix with a central gaming team that works with external developers, and a dedicated first party studio in, Helsinki-based Next Games, which produced many of the company’s couch-centric party games. The move away from having a roster of internal game studios aligns with Netflix’s own approach to shows and movies, which are largely produced externally. The company owns few TV/film production studios of its own. The gaming industry overall is seeing large holders of multiple studios cut back, with Sony, Ubisoft, Embracer, Microsoft and other giants closing or selling off studios. Cuts in California-based studios, where costs often run relatively high, have been particularly acute. Netflix has faced skepticism about its gaming plans for years. The moves today are likely to fuel them, and the company has few upcoming projects to counter the narrative. Among the few hinted, acclaimed independent studio Don’t Nod said last year it was working on a game tied to a major Netflix franchise.
Turkiye’s AK Party turns 25: A journey of change and renewal
In a quarter-century, the party has strengthened democracy, driven development and elevated Turkiye’s global standing.
Wooree Green Science Introduces LipoPrime™ Liposomal Ingredients to the U.S. Market with a Data-Driven Approach to Performance and Quality
Wooree Green Science Co., Ltd., a leader in advanced liposomal delivery technologies, announced that its LipoPrime™ liposomal ingredient platform is now available to U.S. dietary supplement and functional nutrition brands.
'Imposing ignorance': US climate science under siege
A benchmark U.S. report on the fast-changing state of the Arctic has been canceled. The nation's top research body has removed a chapter on global warming from a reference manual for judges.
Embracer tops quarterly profit expectations as PC, console business improves
Swedish gaming company Embracer posted first-quarter adjusted operating profit that more than doubled analysts' expectations on Thursday, driven by stronger earnings from its PC and console games business.
ROUNDUP: Katie Hobbs Meets With Kingman Small Business Owners and Rallies Supporters in Bullhead City
KINGMAN – Last week, Gov. Katie Hobbs stopped by Mudd on 66 in Kingman, Arizona to tour the establishment and hear directly from the owners about how rising costs driven by Washington, D.C. policies have affected their day-to-day operations and their ability to thrive. She later joined local leaders, organizers, and volunteers to officially open the […]
Shopify Inc. (SHOP) Soars as Jim Cramer Applauds AI-Driven Business Formation
Software platforms faced selling pressure due to concerns that generative AI tools would replace traditional software architectures. However, Shopify Inc. (NASDAQ:SHOP) broke away from sector headwinds after second-quarter financial results showed AI tools driving business formation rather than displacing its e-commerce infrastructure. Because Shopify serves small and medium-sized businesses requiring turnkey checkout, payment processing, and […]
UConn Institute of Sports Medicine: The Science of Motion
The data-driven insights help support recovery, enhance performance, and reduce injury risk
UConn Institute of Sports Medicine: The Science of Motion
The data-driven insights help support recovery, enhance performance, and reduce injury risk
Cardiac CT's future could include AI-driven prevention, noncontrast imaging
Structural heart disease is just one of the many areas where cardiac CT is expected to expand in the near future.
Small business optimism rebounds in July, led by stronger hiring plans
NFIB said small business optimism rose above its long-term average in July, driven by stronger hiring and investment plans, though uncertainty remained elevated.
AHA resource: Economic Impact of Disparities in Health Outcomes
The AHA Aug. 11 released a new resource guide designed to address a critical gap by helping leaders understand and quantify the economic burden of disparities of health outcomes. The guide provides practical methods to identify and assess the financial impact of health disparities, along with data-driven approaches to implement interventions that both improve outcomes and reduce costs. READ MORE
Digital Twin in Entertainment Market to Reach USD 2,533.2 Million by 2032, Growing at 31.4% CAGR, Says MarketsandMarkets™
Delray Beach, FL, Aug. 11, 2026 (GLOBE NEWSWIRE) -- The global Digital Twin in Entertainment Market is projected to grow from USD 492.4 million in 2026 to USD 2,533.2 million by 2032, at a CAGR of 31.4%, according to a new report by MarketsandMarkets™. Growth is being driven by increasing adoption of virtual production technologies, rising investments in immersive entertainment experiences, and expanding deployment of AI-powered digital twin platforms across film, television, gaming, live events
Joby Aviation to Scale Defense Business Through Acquisition of Resonant Sciences
Acquisition will significantly expand Joby’s defense business by adding a fast-growing company with established programs, classified capabilities and scaled manufacturing operations` Upon closing, Resonant will become Joby’s dedicated defense business, continuing its existing programs while expanding its portfolio to include Joby’s hybrid aircraft and autonomy technologies. Joby’s commercial aircraft business will remain focused on its electric air taxi initiatives Combination will create immediate opportunities to unite Joby’s dual-use aircraft, propulsion and autonomy technologies with Resonant’s radio frequency (RF), sensing and mission systems capabilities as well as its world-leading expertise in low-observability aircraft design Resonant delivered more than $100 million in trailing-twelve-month revenue, representing approximately 40% year-over-year growth, alongside strong adjusted EBITDA generation, driven primarily by long-cycle programs with the U.S. government, prime contractors and next generation defense technology programs
Cardinal Health forecasts full-year profit above estimates on specialty drug strength
U.S. drug distributor Cardinal Health on Tuesday forecast fiscal 2027 profit well above Wall Street expectations after topping fourth-quarter profit estimates, driven by sustained demand for specialty drugs.
Formulogic Debuts in Singapore with Science-Driven Barrier Care for Southeast Asia's Sensitive Skin
Formulogic, a science- and evidence-driven dermocosmetic brand dedicated to sensitive skin, developed through dermatological research and clinical validation, officially debuted in Singapore at CONNEX-C Asia 2026, jointly organized by Society of Cosmetic Scientists (Singapore) (SCSS) and Lee Kong Chian School of Medicine, unveiling its evidence-based barrier care philosophy and a comprehensive skincare system designed specifically for Southeast Asia's unique climate and skin concerns.
Lallemand Bio-Ingredients to spotlight science-driven ingredients at Vitafoods Asia 2026
Lallemand Bio-Ingredients, Health Ingredients, a global leader in fermented functional ingredients for human health and nutrition, will showcase its latest science-backed ingredients at Vitafoods Asia 2026, taking place September 2-4, 2026, in Bangkok, Thailand
Quantum Computing Inc. Revenue Jumps as Acquisitions Expand Commercial Business
Quantum Computing Inc. reported $5.6 million in second-quarter revenue, largely driven by acquired businesses.
Why businesses may need to rethink how they plan
According to Axios, we have entered a new era of “post-processable velocity,” where the pace of technological and AI-driven change is faster than individuals, companies, markets and governments can fully absorb, understand or respond to in real time. The major shift is from information moving faster than humans can process to capabilities changing faster than […]
Mission-Driven Mondays: Morris Museum builds community through art, science and curiosity
Morris Museum President and CEO Tom Loughman shares how the Morris Township institution uses art, science and performance to build community.
Designing Direct-to-Government Assistance: Three Case Studies in Global Health Financing
In September 2025, the US State Department released the America First Global Health Strategy, announcing a major shift in how the United States programs foreign assistance in one of its largest sectors, representing over $13 billion in FY 2024. Global health dollars, the strategy states, will now flow primarily to foreign governments, not to nongovernmental organizations (NGOs), as has been the case in recent decades. The Department has sought to advance this strategy by signing non-binding, multi-year memoranda of understanding (MOUs) with dozens of its largest aid recipients. While officials acknowledge that there will be real challenges to providing direct assistance in the near term, the explicit goal of these MOUs is to transition from donor-driven systems to partner government-led implementation.