The annual clock of the seasons – winter, spring, summer, autumn – is often taken as a given. But our new study in Nature, using a new approach for observing seasonal growth cycles from satellites, shows that this notion is far too simple.
We present an unprecedented and intimate portrait of the seasonal cycles of Earth’s land-based ecosystems. This reveals “hotspots” of seasonal asynchrony around the world – regions where the timing of seasonal cycles can be out of sync between nearby locations.
We then show these differences in timing can have surprising ecological, evolutionary, and even economic consequences.
Watching the seasons from space
The seasons set the rhythm of life. Living things, including humans, adjust the timing of their annual activities to exploit resources and conditions that fluctuate through the year.
The study of this timing, known as “phenology”, is an age-old form of human observation of nature. But today, we can also watch phenology from space.
With decades-long archives of satellite imagery, we can use computing to better understand seasonal cycles of plant growth. However, methods for doing this are often based on the assumption of simple seasonal cycles and distinct growing seasons.
This works well in much of Europe, North America and other high-latitude places with strong winters. However, this method can struggle in the tropics and in arid regions. Here, satellite-based estimates of plant growth can vary subtly throughout the year, without clear-cut growing seasons.
Surprising patterns
By applying a new analysis to 20 years of satellite imagery, we made a better map of the timing of plant growth cycles around the globe. Alongside expected patterns, such as delayed spring at higher latitudes and altitudes, we saw more surprising ones too.
Average seasonal cycles of plant growth around the world. Each pixel varies from its minimum (tan) to its maximum (dark green) throughout the year.
One surprising pattern happens across Earth’s five Mediterranean climate regions, where winters are mild and wet and summers are hot and dry. These include California, Chile, South Africa, southern Australia, and the Mediterranean itself.
These regions all share a “double peak” seasonal pattern, previously documented in California, because forest growth cycles tend to peak roughly two months later than other ecosystems. They also show stark differences in the timing of plant growth from their neighbouring drylands, where summer precipitation is more common.
Spotting hotspots
This complex mix of seasonal activity patterns explains one major finding of our work: the Mediterranean climates and their neighbouring drylands are hotspots of out-of-sync seasonal activity. In other words, they are regions where the seasonal cycles of nearby places can have dramatically different timing.
Consider, for example, the marked difference between Phoenix, Arizona (which has similar amounts of winter and summer rainfall) and Tucson only 160 km away (where most rainfall comes from the summer monsoon).
Hotspots of seasonal asynchrony: brighter colours show regions where the timing of seasonal activity varyies a lot over short distances. Terasaki Hart et al. / Nature
Other global hotspots occur mostly in tropical mountains. The intricate patterns of out-of-sync seasons we observe there may relate to the complex ways in which mountains can influence airflow, dictating local patterns of seasonal rainfall and cloud. These phenomena are still poorly understood, but may be fundamental to the distribution of species in these regions of exceptional biodiversity.
Seasonality and biodiversity
Identifying global regions where seasonal patterns are out of sync was the original motivation for our work. And our finding that they overlap with many of Earth’s biodiversity hotspots – places with large numbers of plant and animal species – may not be a coincidence.
In these regions, because seasonal cycles of plant growth can be out of sync between nearby places, the seasonal availability of resources may be out of sync, too. This would affect the seasonal reproductive cycles of many species, and the ecological and evolutionary consequences could be profound.
One such consequence is that populations with out-of-sync reproductive cycles would be less likely to interbreed. As a result, these populations would be expected to diverge genetically, and perhaps eventually even split into different species.
If this happened to even a small percentage of species at any given time, then over the long haul these regions would produce large amounts of biodiversity.
Back down to Earth
We don’t yet know whether this has really been happening. But our work takes the first steps towards finding out.
We show that, for a wide range of plant and animal species, our satellite-based map predicts stark on-ground differences in the timing of plant flowering and in genetic relatedness between nearby populations.
Our map even predicts the complex geography of coffee harvests in Colombia. Here, coffee farms separated by a day’s drive over the mountains can have reproductive cycles as out of sync as if they were a hemisphere apart.
Understanding seasonal patterns in space and time isn’t just important for evolutionary biology. It is also fundamental to understanding the ecology of animal movement, the consequences of climate change for species and ecosystems, and even the geography of agriculture and other forms of human activity.
Want to know more? You can explore our results in more detail with this interactive online map, which we also include below.
“For me, each of these year-ending Ultimates specials are an opportunity to reveal more about the universe’s history, and set the path of its future,” Camp explained. “ULTIMATE UNIVERSE: ONE YEAR IN was about the recent past and near future, but ULTIMATE UNIVERSE: TWO YEARS IN is more ambitious; we’ll take you from the birth of humanity to 2000 years into the future where everything has gone wrong. It’s bold, it’s heartfelt, it’s filled with big new ideas and surprising twists on old characters—it’s just what you’ve come to expect from the Ultimate Universe!”
“Getting to write in the Ultimate Universe—especially as it reaches its climax—is so fun, it should be illegal,” Paknadel sahred. “It’s a license to rethink and reinvent your favorite characters, and Deniz and I have certainly done that here. Like all the best Ultimate versions of these characters, our Daredevil retains the essence of the original—he’s still a something without fear—but he’s been scaled up to a cosmic-level hero. I can’t wait for readers to meet him.”
Check out Ryan Stegman’s cover and preorder both ULTIMATE UNIVERSE: TWO YEARS IN #1 and ULTIMATE ENDGAME #1 at your local comic shop today!
Grab these comics and more at your local comic book shop! Or redeem then read your digital copy on the Marvel Unlimited app by using the code found in your print comic. Find and support your local comic book shop at ComicShopLocator.com.
To read your Marvel comics digitally, download the Marvel Unlimited app for iOS and Android devices. Gain an expansive catalog of 30,000+ comics spanning Marvel Comics history, plus access your entire digital library including comics redeemed from print.
Kansas City Chiefs receiver Rashee Rice has accepted a six-game NFL ban for his part in a high-speed crash that left a number of people injured.
The 25-year-old pled guilty in July to two third-degree felony charges of collision involving serious bodily injury and racing on a highway causing bodily injury. He was sentenced to 30 days in jail and was required to pay $115,000 in medical costs to the injured parties. The incident took place on a Dallas highway in March 2024. Prosecutors say Rice was driving a Lamborghini Urus SUV at 119mph when he made “multiple aggressive maneuvers around traffic” and struck other vehicles.
Rice said in a statement at the time of his plea deal that: “I am profoundly sorry for the physical damages to person and property. I fully apologize for the harm I caused to innocent drivers and their families.”
The NFL handed down its suspension after its own internal investigation, one week before the Chiefs are due to leave for Brazil, where they will play the Los Angeles Chargers in their season opener. Along with missing the Chargers game, Rice will miss a rematch of last season’s Super Bowl with the Eagles on 14 September at Arrowhead Stadium; a Sunday night trip to New York to face the Giants; a high-profile matchup with Lamar Jackson and the Ravens on 28 September; a game against Jacksonville the following Monday night; and a Sunday night showdown with the Lions. Rice will be eligible to return to the field when Kansas City faces the AFC West-rival Raiders on 19 October.
The Chiefs selected Rice in the second-round of the 2023 draft. He won the Super Bowl in his first season with the team, catching six passes for 39 yards in Kansas City’s victory over the San Francisco 49ers.
The European Space Agency has solved a communications problem with its Jupiter Icy Moons Explorer space probe as it readies for a Sunday flyby of Venus to use the planet’s gravity to accelerate its speed for an eventual trip to Jupiter. Photo by Anthony Anex/EPA
Aug. 27 (UPI) — The European Space Agency’s Jupiter Icy Moons Explorer is ready for a planned flyby of Venus on Sunday after the agency fixed its communications system.
ESA officials commonly refer to the space probe as Juice, which recently lost contact with Earth due to a “communication anomaly.”
The anomaly temporarily blocked Juice’s ability to send information to Earth regarding its condition and status, the ESA announced on Monday.
“Thanks to swift and coordinated action by the teams at ESA’s European Space Operations Centre in Darmstadt, Germany, and Juice’s manufacturer Airbus, communication was restored in time to prepare for the upcoming planetary encounter,” agency officials said in an online announcement.
The space probe went silent on July 16 when the ESA’s deep-space antenna in Cebreros, Spain, and the ESA’s New Norcia station in Australia could not establish contact with it.
“Losing contact with a spacecraft is one of the most serious scenarios we can face,” said Angela Dietz, Juice spacecraft operations manager.
“With no telemetry, it is much more difficult to diagnose and resolve the root cause of an issue,” Dietz explained.
After ruling out problems with ground equipment, ESA engineers undertook 20 hours of troubleshooting to re-establish contact with the space probe while it was located on the other side of the Sun and nearly 125 million miles away from Earth.
They determined its medium-gain antenna was not aimed toward Earth and eventually were able to send a command that corrected the situation and restored contact with Juice.
The root cause was a software timing issue that weakened the space probe’s signal to Earth during the times it was scheduled to communicate its condition and telemetry.
“It was a subtle bug, but one that we were prepared to investigate and resolve,” Dietz said.
“We have identified a number of possible ways to ensure that this does not happen again,” she added, “and we are now deciding which solution would be the best to implement.”
The Juice space probe is scheduled to begin its flyby of Venus on Sunday, which would be its second of four planned flybys that are intended to give Juice gravity-assisted momentum to gain the speed required to travel to Jupiter.
The space probe also is executing two flybys of Earth and one of the Earth and moon, combined, before heading to Jupiter without using fuel.
The ESA’s Jupiter icy moons mission will take eight years to accomplish after launching on April 14, 2023.
The mission’s aim is to learn if three of Jupiter’s moons might support life.
Chris Bosh is among 11 NBA players born on March 24.
With over 5,000 players in NBA history, at least one player was born on every day of the calendar year – including three leap day ballers. Our day-by-day breakdown of the players born on each day of the year continues.
Below are the most notable NBA players born on March 24.
Chris Bosh (1984)
Bosh was one of the best big men in the NBA for a decade, playing 13 seasons between the Toronto Raptors and Miami Heat. It all started when Bosh was the fourth overall pick in the 2003 NBA Draft out of Georgia Tech by the Raptors. Bosh immediately became one of their best players, finishing fifth in a loaded class for Rookie of the Year voting.
He really broke out in 2006, making his first of 11 straight All-Star appearances to close his career. Joining the Miami Heat in 2010 was a pivotal point in his career as he teamed up with LeBron James and Dwyane Wade, forming one of the greatest trios in NBA history. Bosh was a key piece to that Miami team that won titles in 2012 and 2013. His career was shortened due to a blood clot issue, with Bosh playing his final game in 2016. Bosh earned a Hall of Fame induction in 2021.
Myles Turner (1996)
Turner was the 11th overall pick in the 2015 NBA Draft out of Texas and spent his first nine years with the Indiana Pacers. He finished eighth in Rookie of the Year voting and then developed into one of the best shot blockers in the league.
Turner led the league in blocks in 2019 and 2021, receiving Defensive Player of the Year votes in both of those seasons. He has become one of the most versatile centers in the league, mixing elite rim protection with one of the best three-point shots around. Turner played a pivotal role in the Pacers making it to the 2025 NBA Finals against the Oklahoma City Thunder and has since moved onto the Milwaukee Bucks.
Want to see every NBA player born on March 24? Here is the rest of the list in chronological order:
MOUNTAIN VIEW, Calif.–(BUSINESS WIRE)–
Intuit Inc. (Nasdaq: INTU), the global financial technology platform that makes Intuit TurboTax, Credit Karma, QuickBooks, and Mailchimp, announced today that Alex Balazs, executive vice president and chief technology officer will present at the Citi Global TMT Conference on Wednesday, September 3 in New York.
The fireside chat will begin at 5:50 a.m. Pacific Time (8:50 a.m. Eastern Time) and will be available live via audio webcast on Intuit’s investor relations website at https://investors.intuit.com/news-events. A replay of the webcast will be available approximately 24 hours after the presentation ends.
About Intuit
Intuit is the global financial technology platform that powers prosperity for the people and communities we serve. With approximately 100 million customers worldwide using products such as TurboTax, Credit Karma, QuickBooks, and Mailchimp, we believe that everyone should have the opportunity to prosper. We never stop working to find new, innovative ways to make that possible. Please visit us at Intuit.com and find us on social for the latest information about Intuit and our products and services.
View source version on businesswire.com: https://www.businesswire.com/news/home/20250827618200/en/
Meghan Markle schooled over ‘divorcing from Royal Family’
Meghan Markle is branded confused for trying to hold onto her Royal status.
The Duchess of Sussex, who is currently toy enjoying the success of her lifestyle show titled ‘With Love, Meghan,’ is accused of using her Royal ties to gain fame.
Royal author Ingrid Seward tells The Sun: “What she’s trying to do, I feel, is divorce herself from who she is for this particular show, and yet at the same time, she’s using who she is, because otherwise no one would be remotely interested in watching it, and Netflix wouldn’t have made it. She’s trying to have it both ways… and she can’t.”
This comes as Meghan admitted the importance of her presence on social media.
Meghan told Bloomberg Originals: “And I’m really intentional in using it as a platform to share joy and to have fun as well. So I get to play and explore – I play in public.”
“I waffle with some of my choices before I make them,” Meghan continued. “I’m generally very decisive, but social media is a great barometer for me, because putting out a video of myself, nine months pregnant, was a really big choice.
‘Death Stranding’ creator, Hideo Kojima (L), and filmmaker Nicolas Winding Refn (R) in conversation at the New Global Sport Conference 2025. – Credit: Esports World Cup Foundation
After seven weeks of intense competition, the second annual Esports World Cup ended this past weekend in Riyadh, Saudi Arabia. Amid the triple-digit heat index outside, fierce gameplay in the grand finals of titles like Crossfire, Street Fighter 6, and Counter-Strike 2 reached a fever pitch within Boulevard City’s SEF Arena. But while the world’s largest esports tournament approached its apex, another major event in the Saudi capital was happening nearby.
Held from Aug. 23 to 24, the New Global Sport Conference was perhaps quieter than the high stakes spectacle in the neighboring coliseum but served an equally important role in the present and future of gaming. Over the course of two days, hundreds of movers and shakers from across the landscape of digital and sports entertainment came together to share their philosophies and visions for the next phase of the gaming industry.
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With a diverse group of speakers ranging from c-suite figures like Esports World Cup Foundation CEO Ralf Reichert and Savvy Games Group CEO Brian Ward to world-renowned athletes and players like Olympic gold medalist Alex Morgan and chess grandmaster Magnus Carlsen — and even keynotes provided by multiple members of Saudi royal family — NGSC25 presented an array of perspectives from people at the nexus of gaming’s evolution. Additionally, there was the groundbreaking announcement of EWCF’s next major endeavor: the Esports Nations Cup.
But among the presentations from industry leaders, one panel was vastly different. The final act to take the stage before HRH Prince Fahad bin Mansour bin Nasser Al Saud’s closing remarks was a conversation between two artists: game developer Hideo Kojima and filmmaker Nicolas Winding Refn. And while their fireside chat, titled “Blurring the Lines Between Games and Cinema,” touched on many aspects of the business of video games, it also provided a look beneath the veil of artistry from a pair of authentic creators.
Over the span of 40 minutes, Kojima and Refn touched on everything from their longtime friendship to the purpose of art itself, and provided some insight into the convergence and symbiotic nature of game development and filmmaking.
Technological evolution in art
Both Kojima and Refn have decades-long careers that span multiple tectonic shifts in their respective industries, with each having ridden the waves of technological advancements and constantly changing industry trends. Kojima is perhaps most well known for creating the Metal Gear series during his time at Konami, but his full body of work — including visual novel games like Snatcher (1988) and his more recent PlayStation opus Death Stranding 2: On the Beach (2025) — stand as technological achievements that toe the line between cinematic storytelling and interactivity.
Kicking off the panel, Kojima reflects on the history of gaming’s advancements, before looking toward its potential future. “Gaming is always about technology. Movies started 120 years ago, and gaming is only about 50 years old — and there [were] about three revolutions in technology. At first, the games were all 2D, about 16 colors, 16 bits,” he says.
“The biggest, first change was [that] games became 3D. The second is we [became] connected by [the] internet, and you could play [online]. The third is the trend right now that AI is now coming into game creation, and we have not just ChatGPT, but they learn from how the players control. And I think that you’ll take advantage of that.”
Refn, a Danish director and screenwriter, has had an equally prolific career, with a filmography peppered with bold and frequently unnerving projects. His early work with the Pusher trilogy (1996 to 2005) transported viewers into the blood-soaked underbelly of Copenhagen from the perspectives of multiple characters, but it’s his later films like Valhalla Rising (2009), Drive (2011), and Only God Forgives (2013) that have cemented his aura as an uncompromising and frequently divisive director. His gift for visual stark visual storytelling sets him apart, something he sees as a bridge between game development and filmmaking to craft emotionally gripping tales through innovative technology.
“I think that the 2D image of TV and movies are obviously struggling to remain [relevant] the same way because nothing new is being invented. Technology doesn’t really enhance a lot more than what we have, where obviously gaming technology drives the innovation and drives the evolution,” Refn says. “But what is going to be interesting is that – not now, but at a certain point — the convulsion and everything becomes as one. [And] that is still an ongoing philosophical dilemma to figure out. How do those two become more integrated? How can you cry in a game the same way you would cry in a movie?”
“Two teenage boys”
Throughout the years, but especially during the development of his first personally owned IP, Death Stranding, Kojima has become famous for his coven of celebrity friends. Routinely posting on social media with actors like Norman Reedus and Léa Seydoux, as well as acclaimed filmmakers like Guillermo del Toro (Pan’s Labyrinth) and George Miller (the Mad Max series), the developer’s public persona is that of a digital age socialite. But there’s usually a deeper purpose and spirit of collaboration behind the teases — leading fans to constantly speculate about what fruit his meetings will bear as he virtually scans half of Hollywood to potentially place in his next game.
Refn is one such friend who, like the all the names listed, appears in a prominent role in the duology of Death Stranding games. But their relationship goes far beyond a basic collaboration; the two recall meeting some time around 2014 in London (“It was a blind date,” Refn jokes), sparking a friendship that transcends time zones and even language barriers.
“What was interesting was [that] we were both [at] very pivotal moments in our lives, both professionally and personally, and something happened between us that made it much more interesting to communicate — because we’ve actually never spoken together,” Refn says. “[I] don’t speak Japanese and Hideo doesn’t speak English. So, we communicate through music and images, through emotions rather than words, and I guess that’s maybe kept the relationship fresh every time, because we never get tired of each other saying the same things.”
And as difficult as it is to imagine two friends communicating constantly without speaking the same tongue, Kojima and Refn effortlessly bounce between topics as they talk, as if though existing entirely on their own wavelength. Partially, it’s through Kojima’s interpreter, Aki Saito, who has worked with the developer for decades. But by their own admission, it also boils down to the simplest lines of communication — sending each other pictures and memes (“[Like] two teenage boys,” Refn says).
Regardless of how they converse, it’s the shared dialogue that strengthens their bond. Refn points toward a core set of values that links the two men, especially being from different industries. “I think that, obviously, in our fields, we are who we are. But that’s also how we can feel equal. We’re not competitors, we’re not fighting the same fight in terms of our businesses, but we are similar in our philosophies,” Refn says.
“And I think that [we] have a lot of empathy for humanity, and we believe that time is essence. Time you lose and you’ll never get it back. So, if we are to take or ask for people’s time, you want to give them an experience. You want to give them something to travel with, something that can change, something that can inspire.”
Working on Death Stranding
After becoming friends, Kojima and Refn spent some time dancing around what a collaboration could look like. Although neither specifically recalls how the conversation went, Refn ultimately wound up at Kojima’s studio in Tokyo to be digitally scanned as an in-game avatar. In the games, Heartman is an important supporting character with a fantastical twist — suffering from a fictional ailment called DOOMS, he dies every 21 minutes before being resuscitated.
Looking back on the process, Kojima laments that his goal was to make extremely realistic renders of his subjects (Refn included), but even with cutting edge technology there remains room for improvement. “The actors, [I] really wanted them to make them look very natural in my game, and I did my best in [Death Stranding], but I didn’t really think it was quite there to the level that I wanted it to be,” Kojima says. “So, [I] wanted to have Norman and Léa appear in [Death Stranding 2], and I really wanted to focus on how real I could make them come to life.”
“We scanned and we made a rig, an AI machine learning rig. We took so much time and made sure that we scanned them into digital but made sure that they move analog in a way. And it took so much time,” Kojima adds. “Looking back [to Death Stranding 2], I think it’s okay. But my next project, I think I want to make it more realistic.”
From Refn’s perspective, the process was much easier — after all, he gets to be immortalized by his good friend. “Look, I’m just the eye candy. I get scanned, and I’m now part of Hideo’s world, and that’s a great privilege to be molded, because obviously like in film and television, you always have to deal with the performers,” Refn says. “Where, here, I’m clay — and I find that very interesting.”
Forever the storyteller, Refn also sees a deeper meaning to his inclusion in Death Stranding that goes beyond the vanity of his virtual sculpture. “I did realize that maybe I was, in a way, playing his alter ego,” Refn adds. “So I am, in a way, Hideo Kojima — but in a game. And I think that’s something that I take very much with heart. Heartman.”
Sources of inspiration
Following their jaunt down memory lane, the conversation pivots to the nature of entertainment. While both Kojima and Refn themselves are highly influential to a generation of artists, it’s clear that neither wants to be anyone’s single source of inspiration. While both consider themselves to be products of the film and television they grew up consuming, they warn that a lack of a diverse appetite for art and media can be detrimental to future creators.
“If you think about cinema when it was first invented, the inventors were writers, poets, painters. They weren’t cinephiles. So, they invented the language of cinema, which obviously has evolved into gaming and other formats,” Refn says. “But, if we keep on floating in the same pond, we never get challenged.”
Kojima, too, wants to be challenged — although not necessarily in the ways you’d expect from a game developer. In fact, despite creating some of the most seminal video games in the medium’s history, the designer says he barely plays them at all these days. “I don’t play games so much. I watch movies, read books, meet people and go to museums, and I’m not copying anything from a game. And there are lot of game creators just watching other games,” Kojima says.
“We should think outside the box and be stimulated by things all around us, and that’s what creators are,” he adds. “Games take a lot of time, and I probably just play maybe one game a year. I play my games by checking, but I have to think outside the box, and what’s happening outside the game world is more important to me to incorporate into my game.”
In a way, it’s not entirely surprising that an artist looks outside their own medium for inspiration. Kojima himself points toward other great storytellers in the world of animation who, although they may have inspired him, were clearly pulling from a litany of other artforms for their own work. “[Directors] like Mamoru Oshii or [Katsushiro] Otomo, the reason why they create their masterpieces is because they haven’t just watched anime. They have seen European films and [they] wanted to put that in anime,” Kojima adds. “I think the young people are playing games a lot, and that’s good. But on top of that, I want people to feel art or see art and then digest it themselves and create new games.”
Authenticity is expensive
Although they work in different mediums, both Kojima and Refn understand the tenuous thread that ties the authenticity of their art with the very real fact that development (of both games and film) is costly. Although you’d be hard-pressed to say either creator’s work is overtly commercial by any means, they’re still, fundamentally, products. And the struggle to finance their work will always create friction with realizing their visions.
“[We understand] that money is [a] driving factor in what we do. We have both chosen professions that need a lot of capital and investment and through technical evolutions. You can reduce costs, which is one of the benefits of technology. But it is also being true,” Refn says. “I think it’s looking like this: if you create with authenticity, if you create with your heart, that will never expire — it will last forever. And it will always be renewed by the next generation. In a way, it’s a very simple equation, but it’s also challenging to be true to yourself in a world that’s so chaotic.”
Kojima likens balance between the commercial and critical success of his work to Stanley Kubrick’s 1968 film 2001: A Space Odyssey (“I love that movie”), noting that while its initial reception may not have been stellar with older fans, it was younger audiences who took to the movie’s radical themes and beauty. “[The first people] who acknowledged were the young people. Same with games. Something new is always something strange. And people who react to that are the people who are wanting stimulation, like creators,” Kojima says.
“And those people will probably pass [that] on 10 years, 20 years from now. These days, you don’t have to go to school, you don’t have to learn anything to create a movie or create a game. Because on the internet, you have all the tools. You have all the things that you want to make,” he says.
Refn agrees that the soul of artistry in a commercial world rest in the hands of younger audiences who, despite having exponentially more distractions and forms of media to consume, aren’t yet jaded. They can see through the hollow veneer of lazily produced pseudo-art. “I think that the younger generation, [they] crave authenticity. They crave originality. They crave to be inspired. And in a way, this is where Hideo and I are. We are rebels. We are disruptors, because we believe that you can make money, but you can also do good.”
He continues, “I think that, in a way, this notion of attention span and superficiality — yeah, of course, if you mass-produce nothingness, I wouldn’t care. Why would my kids care? But if you create with your heart, they care. Creativity and experiences still need to be meaningful. You can’t just mass-produce it thinking it’s going to work, because diminishing returns continue to just go down, down, down, down, down. And young people are smart, and they go past it. They’ll see through it. Don’t think you can monetize nothingness, because you can’t. Maybe in a short term, but [in] longevity, you disappear. You’re erased.”
Looking forward
Although they initially dabbled in a collaboration on Death Stranding, neither Kojima nor Refn are done working together. The question is, what will their next endeavor look like? Sadly (to some) it likely won’t be a clear cut as a video game or movie.
Yet, there’s still a trail to follow. Earlier this year, the duo stepped outside of both their comfort zones to collaborate on an art installation — one that naturally incorporates the visual mediums they’re most familiar with. Titled “Satellites,” the exhibition plays heavily on the themes discussed in their panel, wherein the two creators have created a heartfelt dialogue that transcends their language barrier. First appearing at Prada Aoyama in Tokyo, Refn teases that the project will likely expand to other locations.
On what comes next, Kojima is hopeful that their next creation will formulate soon, but will take a very different shape — one that blends their sensibilities as well as their identities. “It’s like, we’ll form a new team, and we want to do something new. It’s not Nicolas’ movie or [my] game,” Kojima says. “We’ll have connection and create nickname[s] together, but we’ll create something totally different. And it’s like entertainment and art at the same time.”
As their conversation nears its end before the crowd NGSC crowd in Riyadh, Kojima and Refn pause for a moment to take in all that they’ve experienced throughout their visit to the Saudi capital. Having attended the Esports World Cup for the first time and seeing the potential it holds to bring together global audiences and creators alike, it’s clear that their internal gears are turning.
“I think being here is very inspiring. It’s a super fascinating place to have a talk between us, because so many things are happening,” Refn says to audience in his closing statement. “It’s a meeting of worlds, but it’s also opportunities, and I think that’s what we always have to remember: money is fine, but inspiration is more exciting. Let’s make the world a better place.”
With a smile, Kojima follows suit, addressing the onlookers: “You have all the things that you need to create something you want. So, let’s take advantage of what we could use. Anything can be art, movies or games. Let’s create something, and let’s create the future together. I want to play that, and I want to see that.”
“And then I will retire, probably.”
Both the Esports World Cup and the New Global Sport Conference will return in 2026 to Riyadh, Saudi Arabia.
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USADA announced today that an independent arbitrator has rendered a decision in the case of track and field athlete Shadrack Biwott of Folsom, Calif. After an evidentiary hearing on May 7, 2025, where both Biwott and USADA were provided a full opportunity to present their cases and witnesses to the independent arbitrator, the arbitrator determined that Biwott, 40, will receive a four-year sanction as the result of a positive test for erythropoietin (EPO) during an out-of-competition drug test on January 25, 2024. The arbitrator agreed to delay the hearing while Biwott remained provisionally suspended so that he could investigate the source of his positive test.
“EPO use remains a popular method for those looking to cheat, as we have seen by several recent cases,” said USADA CEO Travis T. Tygart. “It’s so important to conduct strategic special analysis and blood testing to catch doping and protect clean athletes’ right to a fair playing field.”
EPO is a non–Specified Substance in the class of Peptide Hormones, Growth Factors, Related Substances, and Mimetics. It is prohibited at all times under the USADA Protocol for Olympic and Paralympic Movement Testing, the United States Olympic and Paralympic Committee National Anti-Doping Policies, and the World Athletics Anti-Doping Rules, all of which have adopted the World Anti-Doping Code and the World Anti-Doping Agency Prohibited List.
Biwott’s four-year period of ineligibility began on February 23, 2024, the date he was provisionally suspended. In addition, Biwott has been disqualified from any competitive results on and after January 25, 2024, the date of his positive test, including forfeiture of any medals, points, and prizes.
Arbitration Decision
The decision, as well as all other arbitral decisions, can be found here.
In an effort to aid athletes, as well as support team members such as parents, coaches, and medical professionals in understanding the rules applicable to them, USADA provides comprehensive instruction on its website on the testing process and prohibited substances, how to file and update athlete Whereabouts, how to obtain permission to use a necessary medication, and the risks and dangers of taking supplements, as well as performance-enhancing and recreational drugs.
In addition, USADA manages a drug reference hotline, Global Drug Reference Online (GlobalDRO.com), conducts educational sessions with National Governing Bodies and their athletes, and distributes a multitude of educational materials, such as a supplement guide, a nutrition guide, a clean sport handbook, and periodic alerts and advisories.
USADA makes available a number of ways to report the abuse of performance-enhancing drugs in sport in an effort to protect clean athletes and promote clean competition. Any tip can be reported using the USADA Play Clean Tip Center, by text at 87232 (“USADA”), by email at playclean@USADA.org, by phone at 1-877-Play Clean (1-877-752-9253) or by mail.
USADA is responsible for the testing and results management process for athletes in the U.S. Olympic and Paralympic Movement and is equally dedicated to preserving the integrity of sport through research initiatives and educational programs.
For more information or media inquiries, email media@usada.org.