Posts Tagged ‘Games’

Intuition – Your Friend or Foe?

Monday, October 3rd, 2022

Lately there has been an abundance of social media postings about intuition or gut feelings. We were curious about this, as many people seem to be promoting the use of intuition to reach critical Life decisions rather than direct observation and rational thought. We suspect this might be related to a misunderstanding, mistrust, or confusion between rational and emotional reactions to Life situations.

There are many ways to describe and define the word “intuition”:
– insight, a snap judgment
– instinctive knowingness, spiritual perception
– perceive directly without reasoning
– an impression that something might be the case
– knowledge gained without evident rational thought or facts
– knowledge gained by feelings rather than thought
– knowing or understanding something without reasoning or evidence
– knowledge dependent more upon past experience than present perception

[from Late Latin intuitio “act of contemplating”, from Latin intu?ri “to look at, contemplate”]

The idiom “gut feeling” speaks to the visceral sensation or emotional reaction one is said to experience. The idea that emotions are experienced in the gut has a long historical legacy, and many nineteenth-century doctors considered the origins of mental illness to derive from the intestines.

In truth, pure knowingness, not influenced by space or energy, is a property of a spiritual being; it is not dependent upon observation. Below this state there is knowing about, which is the province of data, or speculations or conclusions or methods about data. True knowledge is certainty, not data.

In order to play any game (such as The Game Of Life) one has to reduce one’s knowingness by assuming one cannot know or knows wrongly, since if one fully knew everything about the game (e.g. knowing all the moves of both sides in a card game), it would no longer be a game.

One convenient way many humans accomplish this is to substitute for rational observation in present time with irrational recall of past events. This gives rise to the type of intuition we know as a gut feeling, where unconscious recalls impinge upon the body and mind to produce feelings that may or may not apply to present circumstances.

This type of intuition has a formal definition in psychiatry and psychology: a faculty in which hunches are generated by the unconscious mind rapidly sifting through past experience. Psychology and psychiatry provide guesses about how this is supposed to work, with many wasted efforts attempting to justify the substitution of intuition for rational observation and thought.

Of course, consulting one’s past experiences is certainly a valid use of experience in evaluating present time situations. The problem with gut feelings is that this process is unconscious and liable to pull up irrational responses rather than rational ones.

Attempts by psychology and psychiatry to teach people how to use their intuition is, to be blunt, fraudulent; since their concept of intuition is by definition an unconscious process based solely on the past, and as likely to be irrational as it is to appear rational. They may promote meditation as a path to using intuition, and we have written previously about the psychiatric corruption of meditation.

On the other hand, true intuition which is a spiritual knowingness and awareness can be rehabilitated by boosting one’s awareness, and improving one’s ability to consciously observe and consider things in present time, as well as considering consequences in future time. Learning more about how to make good judgments is also a positive approach.

The real problem is that psychiatrists fraudulently diagnose life’s problems as an “illness” and stigmatize unwanted behavior as “diseases,” using the psychiatric billing bible the Diagnostic and Statistical Manual of Mental Disorders (DSM) as their justification. The bottom line is that all psychiatric “treatments” are harmful, including attempts to focus on intuition where it unconsciously restimulates past events.

Is Social Media Turning Us All Into Zombies?

Monday, October 18th, 2021

The debate continues to rage about whether smartphones and their attendant social media are addictive, or even whether they are good or bad for you and your children.

This quote from the November 2021 edition of Reason magazine puts the debate more into perspective:

“In 1936, the government of St. Louis, Missouri, tried to ban car radios because a ‘determined movement’ had become convinced that the radio distracted drivers and caused car accidents. The car radio was widely feared by newspapers, which were competitors and had every incentive to sensationalize the product’s dangers.”

We’re not going to come down on one side or the other, it isn’t our fight; but we can certainly remark on the psychiatric connection.

The psychiatric Connection

Psychiatry assumes any so-called addiction is a medical disease. This is patently false; any such media addiction, real or imagined, is an educational or moral failing. It cannot be usefully addressed with drugs or other harmful psychiatric treatments.

Other forms of addiction currently promoted for treatment by psychiatry and psychology are gaming, substance abuse, gambling, and other impulse control issues such as pyromania, kleptomania and promiscuity. Yes, physical addiction may occur with substance abuse; but there are valid non-psychiatric programs for that.

So what are these various behaviors if they are not mental illnesses? They’re called lapses in education, ethics and morals, and when treated as such there is hope that they can be corrected. Unfortunately, calling them “mental illness” and treating them with psychotropic drugs precludes any possibility of finding out the true root causes and effectively addressing those.

The entirety of psychological and psychiatric addiction programs are founded on the tacit assumptions that mental health “experts” know all about the mind and mental phenomena, know a better way of life, a better value system and how to improve lives beyond the understanding and capability of everyone else in society.

The reality is that these mental health programs are designed to control people towards specific ideological objectives at the expense of the person’s sanity and well-being. Do we really want to institutionalize mandatory psychiatric counseling and screening, which is where all this is heading?

We think the whole thing comes back to what the late Professor Thomas Szasz, co-founder of Citizens Commission on Human Rights, originally had to say about this:
• “The term ‘mental illness’ refers to the undesirable thoughts, feelings, and behaviors of persons. Classifying thoughts, feelings, and behaviors as diseases is a logical and semantic error, like classifying the whale as a fish.”
• “If we recognize that ‘mental illness’ is a metaphor for disapproved thoughts, feelings, and behaviors, we are compelled to recognize as well that the primary function of Psychiatry is to control thought, mood, and behavior.”

These so-called mental disorders are just what psychiatry and psychology have inappropriately labeled as “undesirable behavior.”

The Reason article proposes a reasonable solution: “…can anything be done to combat some of the actual problems with tech addiction? Yes, but the answer isn’t easy or flashy: It’s for parents to exercise greater responsibility, talk to their kids about how much they rely on their phones, and set reasonable limits on screen time.”

What You Can Do

We’d like to encourage our readers to help us fund our efforts to bring sanity to the world of mental health care. The psychs haven’t backed off; they are busy exaggerating any mental health concerns raised by the Covid outbreak, and of course why you should see a psychiatrist and take some harmful and addictive psychiatric drugs.

Click here to send us some love.

‘Insanity’ isn’t an illness. It’s an injury. When more injuries called ‘treatments’ are piled on top of it, it becomes very hard to treat just because the person is now desperately injured. He hurts.

— L. Ron Hubbard, 12/15/1968

WHO Declares “Video Game Addiction” a Mental Health Disorder

Play a Video Game for ADHD

Monday, August 10th, 2020

The FDA has approved a video game as a prescription “treatment” for ADHD.

The video game, called EndeavorRx from Akili Interactive Labs and approved on June 15, 2020, is prescription only and aimed at children between the ages of 8 and 12 with certain diagnoses of ADHD, specifically “children ages 8-12 years old with primarily inattentive or combined-type ADHD, who have a demonstrated attention issue.”

Of course, they recommend using harmful and addictive psychiatric drugs along with it.

We believe they approved it so that it can be marketed as an ADHD therapy, thus giving it a built-in patient base, and expanding upon the burgeoning digital entrepreneurship of the psychiatric industry.

Consistent with the FDA’s handling of psychiatric drugs, they list a series of possible side effects: frustration, headache, dizziness, emotional reaction and aggression. No surprises there.

Video Game Disorder

On the other hand, there has been a distinct effort in the psychiatric industry to make video-game-playing itself a mental illness.

The psychiatric industry has long attempted to make games the subject of mental disorders, so they can prescribe harmful psychotropic drugs and other fraudulent psychiatric treatments and make some money off of it. The International Classification of Diseases Revision 11 (ICD-11) has a category called “Gaming disorder”, in which a person is labeled mentally ill for persistently playing digital or video games.

What do you think? Can they have it both ways? Can they recommend a video game as a mental health treatment on the one hand, and say that playing video games is a mental disorder on the other hand? We think not. We think psychiatry is just demonstrating its basic purpose to harm and defraud.

ADHD is a Fraudulent Diagnosis

This is all not even to mention that ADHD is a fraudulent diagnosis. In 1987, “Attention Deficit Hyperactivity Disorder” (ADHD) was literally voted into existence by a show of hands of American Psychiatric Association members and included in the Diagnostic and Statistical Manual of Mental Disorders (DSM). Within a year, 500,000 children in America alone were diagnosed with this.

ADHD actually represents the spontaneous behaviors of normal children. When these behaviors become age-inappropriate, excessive or disruptive, the potential causes are limitless, including: boredom, poor teaching, inconsistent discipline at home, reading difficulty, tiredness, street drugs, nutritional deficiency, toxic overload, and many kinds of underlying physical illness.

Perhaps playing a video game can help relieve some of these symptoms; but making it prescription only? We think that’s just a ploy to corner a market. How transparent can you get?

Since there are no valid clinical tests which can prove the existence of ADHD as a mental disorder, there are equally no clinical tests which can show if playing a video game cures it. The whole effort is a hoax.

No one denies that people can have difficult problems in their lives, that at times they can be mentally unstable, subject to unreasonable depression, anxiety or panic. Mental health care is therefore both valid and necessary. However, the emphasis must be on workable mental healing methods that improve and strengthen individuals and thereby society by restoring people to personal strength, ability, competence, confidence, stability, responsibility and spiritual well-being. Psychiatric drugs and other psychiatric treatments are not workable.

Find Out! Fight Back!

Psychiatric Mind Games

Wednesday, September 25th, 2019

Today we are going to discuss games.

English definitions of a game (this word has more than one meaning in English, as is common for many English words): activity engaged in for diversion or amusement; a procedure or strategy for gaining an end; an illegal or shady scheme; a physical or mental competition; an activity regarded as a contest; wild animals hunted for sport or food.
[Traced back to Old Norse gaman “sport, amusement”.]

Technical definition of a game: A game consists of freedoms, barriers and purposes; plus control and uncontrol. An opponent must be uncontrolled, otherwise it wouldn’t be a game.

Freedom: Something one is allowed to do.
Barrier: Something one is not allowed to do, or an obstacle.
Purpose: The “why” of the activity.

These are often shortened to “the rules.”

Games also have a wienie, meaning a prize or result.

The physical universe is a game consisting of barriers.
Life in general is a set of games. A motto of Life is “Any game is better than no game.”

There are many conditions which either contribute to a game or which hinder a game. Examples of conditions which contribute to a game are attention and motion. Examples of conditions which hinder a game are no attention and no motion.

Ideally a player would know that he or she is playing a game. All too often, a player (in this case a pawn) may not know or understand that he or she is being played in a game. Thus one must have the power of choice to play or not to play in a game.

Psychiatric Abuse of Games

The psychiatric industry is attempting to make games the subject of mental disorders, so they can prescribe harmful psychotropic drugs and make some money off of it. The International Classification of Diseases Revision 11 (ICD-11) has a category called “Gaming disorder”, in which a person is labeled mentally ill for persistently playing digital or video games.

The late professor Thomas Szasz said, “If we recognize that ‘mental illness’ is a metaphor for disapproved thoughts, feelings, and behaviors, we are compelled to recognize as well that the primary function of Psychiatry is to control thought, mood, and behavior.”

In other words, psychiatry wants to regulate your games because they disapprove of your power of choice in selecting which games you want to play and when you want to play them.

ICD-11 also categorizes two conditions of games as mental illnesses. Attention deficit hyperactivity disorder (ADHD) is diagnosed by persistent inattention (a no-games condition) or hyperactivity (a high degree of motion, or a games condition.) Again, an attempt to put the kibosh on a person’s natural game behavior because a psychiatrist cannot tolerate and disapproves of either the motion or the motionlessness.

The High Stakes Psychiatric Drug Money Game

The game that psychiatry is playing, to everyone else’s disadvantage, is the high stakes drug money game. Billions of dollars are riding on harmful psychiatric drugs. Medicaid spends more than $6 billion per year on psychiatric drugs, paid for by taxpayers. The annual revenue for ADHD drugs in the United States is $13 billion. Annual sales of antipsychotics in the U.S. is expected to reach $18.5 billion by 2022. And drugs are just the tip of the psychiatric money game; The United States loses approximately $100 billion to healthcare fraud each year, and up to $40 billion of this is due to fraudulent practices in the mental health industry.

Psychiatric Mind Games

“Mind Game” is an idiom which means “an act of calculated psychological manipulation, done especially to confuse or intimidate.” Psychiatry continually plays these mind games by redefining words and using misleading advertising to make one think they are helping when actually they are harming.

For example, the psychiatric drug Addyi is advertised as the “female viagra” when in reality it is an antidepressant.

Chantix is advertised as a smoking cessation drug when in reality it is a benzodiazepine-based anti-anxiety drug.

Electroshock (electroconvulsive therapy or ECT) is blatantly advertised as safe and effective when in fact it destroys brain cells and memory and is a gross violation of human rights.

Ketamine and Spravato are being relentlessly touted as new antidepressants when in fact they are just anesthetics which knock you out so you don’t feel much of anything.

The Bottom Line

So basically, psychiatric games are all barriers, no freedoms, and a purpose to harm and defraud.

And if you play their game, you are a pawn and not a player.