The survey findings make clear that U.S. adults appear to be emotionally overwhelmed and showing signs of fatigue. The vast majority of adults (87%) agreed it feels like there has been a constant stream of crises over the last two years, and more than seven in 10 (73%) said they are overwhelmed by the number of crises facing the world right now.

Most Americans have experienced changes in their health and habits since the beginning of the pandemic. Many reported worse mental health, lower physical activity, disturbed sleep, and increased reliance on unhealthy habits. Just over half of U.S. adults (51%) disagreed that overall, their life has gotten healthier over the course of the COVID-19 pandemic, and two in five (42%) said that they have relied on a lot of unhealthy habits to get themselves through the last two years.


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Further underlining a decline in physical health, close to half of adults (47%) said they have been less active than they wanted to be since the pandemic started, and close to three in five (58%, in line with 61% this time last year) reported experiencing undesired weight changes.

The need for clearer access to mental health services is reflected in survey responses, with more than half of Americans (56%) having said that since the pandemic started, they could have used more emotional support than they received, and 21% could have used a lot more emotional support. Further, parents were more likely to have noted their mental health has worsened over the pandemic (37% vs. 27% of non-parents) and to say they could have used a lot more emotional support over the last two years (31% vs. 16%).

ALAMEDA, Calif.--(BUSINESS WIRE)--Mar. 14, 2022--Exelixis, Inc. (Nasdaq: EXEL) today announced results from the final analysis of the second primary endpoint of overall survival (OS) from the phase 3 COSMIC-312 trial, which evaluated cabozantinib (CABOMETYX) in combination with atezolizumab versus sorafenib in patients with previously untreated advanced hepatocellular carcinoma (HCC). The final analysis showed neither improvement nor detriment in OS for cabozantinib in combination with atezolizumab versus sorafenib. Based on this outcome for OS and the rapidly evolving treatment landscape for previously untreated advanced HCC, Exelixis does not intend to submit a supplemental New Drug Application to the U.S. Food and Drug Administration (FDA). Full results will be presented at a future medical meeting.

COSMIC-312 is a global, multicenter, randomized, controlled phase 3 trial that enrolled 837 patients at 281 study centers globally. Patients were randomized approximately 2:1:1 to one of three arms: cabozantinib (40 mg) in combination with atezolizumab (n=432), sorafenib (n=217) or cabozantinib (60 mg; n=188). Data from the analysis of the primary endpoint of progression-free survival was previously reported. Exelixis is sponsoring COSMIC-312, and Ipsen is co-funding the trial. Genentech, a member of the Roche Group, is providing atezolizumab for use in this trial. More information about COSMIC-312 is available at ClinicalTrials.gov.

Embryo-Fetal Toxicity: CABOMETYX can cause fetal harm. Advise pregnant women and females of reproductive potential of the potential risk to a fetus. Verify the pregnancy status of females of reproductive potential prior to initiating CABOMETYX and advise them to use effective contraception during treatment and for 4 months after the last dose.

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Considered by many at the time of its release to be the scariest game of all time, the first Silent Hill took the survival horror to new psychological heights. Gamers take the role of Harry Mason, a widower taking his adopted daughter Cheryl on a late-season vacation to Silent Hill. On the way, Harry wrecks his jeep and is knocked unconscious. When he comes to, snow is falling and Cheryl has disappeared. From there, Harry must wander the streets of Silent Hill, searching for his daughter. Combining a bizarre storyline, strange references to other series(such as the Wizard of Oz), a dark soundtrack, and disturbing atmosphere, Silent Hill twisted reality to a breaking point. Players were forced to rely on a radio that would emit static the closer an enemy became. Much of the game is spent fumbling around in the dark, and the flashlight only manages to attract enemies. While many games attempt for this feel, Silent Hill truly succeeds at making us afraid of what might lie around the next corner or through the next door.

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The tiger has been reassessed, with new figures revealing that there are currently between 3,726 and 5,578 tigers in the wild worldwide. The 40% increase since the last tiger assessment in 2015 is the result of improvements in monitoring, showing that there are more tigers than previously thought, and the number of tigers globally appears to be stable or increasing. While this reassessment confirms that the tiger remains Endangered on the IUCN Red List, the population trend indicates that projects such as the IUCN Integrated Tiger Habitat Conservation Programme are succeeding and recovery is possible as long as conservation efforts continue.

Dino Crisis[a] is a survival horror and action-adventure video game series created by Shinji Mikami and developed and published by Capcom. The plot focuses on recurring outbreaks of deadly dinosaurs in closed environments, such as a laboratory on an island. The series also includes comic books and merchandise. As of December 31, 2019, the game series has sold 4.4 million units worldwide.[1]

Dino Crisis[b] is a survival horror video game developed and published by Capcom originally for the PlayStation console in 1999. It is the first installment in the Dino Crisis series and was developed by the same team behind Capcom's Resident Evil series, including director Shinji Mikami, and shares many similarities with it. The story follows Regina, a special operations agent sent with a team to investigate a secluded island research facility. Finding the place overrun with dinosaurs, Regina must fight through the facility to discover its secrets and ultimately escape alive with her team.

Instead of the pre-rendered backgrounds of the Resident Evil games that preceded it, Dino Crisis uses an original real-time engine with 3D environments. Gameplay features traditional survival horror mechanics including action and puzzles, and it was developed to have more consistent visceral terror with the dinosaurs being quick, intelligent, and violent. Capcom would later market the game as "panic horror" as opposed to "survival horror" due to these design changes. The team used carnivorous animals as references for animating the dinosaurs and programming their behaviors. Mikami's vision for the game was not completely fulfilled, as he wanted to develop more complex dinosaur artificial intelligence. However, he did believe the team was able to create sufficiently detailed environments despite hardware limitations.

Dino Crisis features survival horror gameplay that is very similar to Capcom's early Resident Evil titles.[4] Regina can walk, run, turn, backpedal, push and climb objects, and perform a 180-degree turn.[5] A map is available which will show Regina's location, destination, save points, and locked doors.[5] Save points are rooms which will prompt the player to save upon exiting them.[5] Some doors are locked by a D.D.K. (digital disk key) device. To open these doors, the player will need both a code disc and input disc which can then be used to decipher a code and unlock the door.[5] There are also force fields of red beams throughout the complex which can be activated to block access to intruders.[5]

The player can move with weapons drawn and use automatic targeting functions.[5] Enemies can knock Regina's weapon out of her hand, at which point she'll have to retrieve it. Sometimes "DANGER" may flash on the screen in perilous situations, at which point the player should push all the controller buttons as rapidly as possible to survive.[5] If Regina becomes injured, she will hold her arm or struggle to walk. Med Paks can be used to heal Regina's health. Sometimes a trail of blood may appear, indicating that Regina is bleeding and will continue to lose health. Hemostats can be used to stop bleeding injuries. Two types of medical supplies are available in the game: Med Paks, which heals player health, and Hemostats, which stop bleeding injuries.[5] If Regina dies, the player may continue from the room she died in. After five "Continues" are exhausted, the player must continue from their last save point.[5]

Kirk reveals that the dinosaurs were brought to their time by an experiment he was running using his Third Energy technology. A rift in space was created and a pocket of the island from their time was exchanged with the same from the past, bringing dinosaurs back into their time. Kirk then tells them that if the reactors are set to overload, the energy coming from them and the vortex should cancel each other out if they come into contact. After Regina gets the stabilizer and initializer and uses them to overload the reactors, the energy shakes the base, causing a vent to fall on Gail allowing Kirk to get free again. The team heads towards the waterway to escape the blast, but Gail says they still need to capture the doctor. He starts to hobble away on his gun to go after Kirk, and orders Regina and Rick to leave without him if he does not return in thirty minutes. Regina is given the choice to either go after Dr. Kirk with Gail, or escape with Rick.

Dino Crisis was directed and produced by Shinji Mikami, and developed by a team dubbed Capcom Production Studio 4.[6] It is a spiritual successor to Mikami's popular Resident Evil series, which Mikami and his team wanted to move away from the fantasy elements of and make something more real. He cited The Lost World: Jurassic Park and Aliens as influences, and liked dinosaurs because they were large, strong, fearsome, and violent.[7] The game was developed and marketed as "panic horror" as opposed to the "survival horror" branding of Resident Evil. It was made to have more consistent fright, with the dinosaurs being more intelligent, quick, and able to chase the player room-to-room.[7] Mikami described Resident Evil as "horror in the fun house" and Dino Crisis as more visceral horror akin to riding a roller coaster.[8] 2351a5e196

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