Recommended reads to start the week
SUZANNE BEHNKE Jun 18, 2018 | 7:36 pm [wp-word-count-reading-time after="min read time"] [wp-word-count after="words"]All Latest News, Arts and Culture
Here are a few reads (and a listen) from my list of articles and features to check out. It was difficult to fit in very many with Father’s Day festivities and the effort to stay cool.
First off, Friday brought a 25 percent tariff on $50 billion of Chinese imports, news outlets reported. A little more on the latest in the trade and tariff headlines is offered by the New York Times: Trade skirmish or war? Who gets hurt?
The Cedar Rapids Gazette delivered this strong piece of journalism: “Four years after the University of Iowa Hospitals and Clinics quietly outsourced its AirCare helicopter ambulance service to a for-profit corporation, the public hospital won’t say how much money it’s receiving from the company facing patient complaints about sky-high costs.”
The Des Moines Register attended a local event that zeroed in on a current topic: “Why Iowans must embrace tech revolution in family, business, personal lives.” It touches on the intersection of tech and business.
Iowa Public Television’s “Market to Market” June 12 podcast had a conversation with Jim Heimerl, the president of the board of directors of the National Pork Producers Council. (Of note: There are more than 100 different podcasts that go back to June 2016. I’m picking and choosing a few to listen to that seem relevant.)
For anyone who worries about screen time and the amount of gaming their children do during summer vacation, here’s this headline today: “World Health Organization now considers ‘gaming disorder’ a unique mental health condition” by two Time writers. The article says: “WHO said classifying ‘gaming disorder’ as a separate addiction will help governments, families and health care workers be more vigilant and prepared to identify the risks. The agency and other experts were quick to note that cases of the condition are still very rare, with no more than up to 3 percent of all gamers believed to be affected.”