Introduction
HIV planning requires granular estimates for the number of people living with HIV (PLHIV), antiretroviral treatment (ART) coverage and unmet need, and new HIV infections by district, or ...equivalent subnational administrative level. We developed a Bayesian small‐area estimation model, called Naomi, to estimate these quantities stratified by subnational administrative units, sex, and five‐year age groups.
Methods
Small‐area regressions for HIV prevalence, ART coverage and HIV incidence were jointly calibrated using subnational household survey data on all three indicators, routine antenatal service delivery data on HIV prevalence and ART coverage among pregnant women, and service delivery data on the number of PLHIV receiving ART. Incidence was modelled by district‐level HIV prevalence and ART coverage. Model outputs of counts and rates for each indicator were aggregated to multiple geographic and demographic stratifications of interest. The model was estimated in an empirical Bayes framework, furnishing probabilistic uncertainty ranges for all output indicators. Example results were presented using data from Malawi during 2016–2018.
Results
Adult HIV prevalence in September 2018 ranged from 3.2% to 17.1% across Malawi's districts and was higher in southern districts and in metropolitan areas. ART coverage was more homogenous, ranging from 75% to 82%. The largest number of PLHIV was among ages 35 to 39 for both women and men, while the most untreated PLHIV were among ages 25 to 29 for women and 30 to 34 for men. Relative uncertainty was larger for the untreated PLHIV than the number on ART or total PLHIV. Among clients receiving ART at facilities in Lilongwe city, an estimated 71% (95% CI, 61% to 79%) resided in Lilongwe city, 20% (14% to 27%) in Lilongwe district outside the metropolis, and 9% (6% to 12%) in neighbouring Dowa district. Thirty‐eight percent (26% to 50%) of Lilongwe rural residents and 39% (27% to 50%) of Dowa residents received treatment at facilities in Lilongwe city.
Conclusions
The Naomi model synthesizes multiple subnational data sources to furnish estimates of key indicators for HIV programme planning, resource allocation, and target setting. Further model development to meet evolving HIV policy priorities and programme need should be accompanied by continued strengthening and understanding of routine health system data.
Examining how traditional media incumbents like studios and networks have responded to the rise of new entrants from the technology sector (such as Facebook, Apple, Amazon, Netflix and Google), the ...authors take a critical look at the way new and old industrial logics collide in an increasingly fragmented and consolidated mediascape.
No video game genre has been more popular or more lucrative in recent years than the "military shooter." Franchises such asCall of Duty,Battlefield, and those bearing Tom Clancy's name turn over ...billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror.
Playing Warprovides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payneexamines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America's military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community,Playing Warexamines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.
How to Play Video Games Payne, Matthew Thomas; Huntemann, Nina B
2019, 2019-03-26, Volume:
1
eBook
Forty original contributions on games and gaming culture
What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: ...Hollywood ? How does BioShock Infinite help us navigate world-building?
From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large?
How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V , or music in The Legend of Zelda: Ocarina of Time . See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
The vast majority of commercial military-themed video games produced after the September 11, 2001 terrorist attacks celebrate America's War on Terror as a grave but necessary and patriotic ...undertaking. This essay argues that the multi-platform Spec Ops: The Line (2012) runs counter to this tradition in recent military entertainment (or militainment) by engendering a host of gameplay displeasures that critique the interactive attractions of mainstream first- and third-person shooters. In particular, the game's brutal mise-en-scène, its intertextual references to popular war media, and its real and imagined opportunities for player choice create a discordant feeling that lays bare the problematic ease with which most video war games indulge in their nationalistic power fantasies. The result is a game that wields its affective distance as a critique of the necessary illusion that all military shooters trade in, but one that so few acknowledge.
Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its ...lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: ...Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question-what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today's leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
This essay investigates the challenges that video game marketing encounters when selling the pleasures of playing virtual war. While marketing paratexts are crucial to video games because of the ...vagaries of their industry, they are especially important for Call of Duty 4: Modern Warfare, as it is the first of the franchise to be set in the 21st century and immerse players in contemporary theaters of war. These marketing paratexts not only generate hype for the game and work to drive sales, but as importantly, they also suggest particular textual readings over others with the goal of insulating Call of Duty’s virtual war play from interpretations and criticisms that might link the violent play on-screen to the worldly violence unfolding in Iraq and Afghanistan.