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Scientists Discover How to Stop Vision Loss Before It Starts

Scientists have identified molecules that can protect the eye’s cone cells from degeneration, a major cause of vision loss. The discovery points to new drug targets—and even uncovers compounds that may be harmful.

Researchers led by Botond Roska at the Institute of Molecular and Clinical Ophthalmology Basel (IOB), along with an international team, have uncovered genetic pathways and chemical compounds that can help protect cone photoreceptors. These cells are damaged in diseases such as age-related macular degeneration, a leading cause of vision loss.

Why cone cells matter for sight.

The Mediterranean Isn’t Safe: Scientists Warn of Inevitable Tsunami

Contrary to common belief, the Mediterranean holds a significant and underrecognized tsunami risk, with waves capable of striking coastlines in minutes. The Mediterranean Sea is often dismissed as a low-risk zone for tsunamis, but that assumption is increasingly being challenged. Historical recor

Glyphosate: A common weedkiller may induce anxiety by disrupting gut bacteria

Rats exposed to widely approved levels of a common herbicide developed hypervigilance and an unnatural fear of harmless objects. The effect seems driven by the chemical’s ability to kill mood-regulating bacteria in the digestive tract.

Psychopathic traits are linked to a lack of physical and emotional connection during face-to-face interactions

A new study reveals that people with psychopathic traits can accurately judge another person’s emotions. However, they show a distinct inability to physically and emotionally resonate with those feelings.

The psychological difference between playing video games to relax and playing to win

Video games offer adults a popular way to connect and unwind, but the specific reasons people pick up a controller can alter how they experience stress and life satisfaction. A new study reveals that playing primarily to win is linked to higher anxiety, while men and women often report different motivations for starting a game. These results were published in the Journal of Affective Disorders.

People engage with digital worlds for many different reasons. Some look for a temporary escape from daily responsibilities. Others want to challenge their reflexes, socialize with distant friends, or experience an interactive story.

Psychologists categorize these motivations into a few broad buckets based on the rewards they provide. The most common reasons include playing to relax, playing to improve one’s skills, playing to simply have fun, and playing to win. The video game uses and gratifications theory proposes that players actively seek out different digital experiences to satisfy specific psychological needs. These diverse starting goals can strongly alter the emotional impact of a gaming session.

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