From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4934 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, September 9 2020 Volume 14 : Number 4934 Today's Subjects: ----------------- The Last Charging Cable You'll Ever Buy. Guaranteed ["Lightning Fast Cabl] A 7 Time Lotto Winner Stepped Up to Share His Secrets With YOU ["Stop Cha] Grab 16,000 woodworking plans here (Open Now) ["Advanced Woodworking" Subject: The Last Charging Cable You'll Ever Buy. Guaranteed The Last Charging Cable You'll Ever Buy. Guaranteed http://coppersocks.buzz/uP3gQKxvCUH5WTEgtTMb6HorOKN0FCA2x5RIHJ7qwVcZxAYr http://coppersocks.buzz/GSJyFON-D_E3HygeIaagNG1sgPrlztk2ycxR8sD4xcB7Ar8e Barnett and Coulson expressed concern that much of the debate on the issue of addiction may be a knee jerk response stimulated by poor understanding of games and game players. Such issues may lead both society and scholars to exaggerate the prevalence and nature of problematic gaming, and over-focus on games specifically, while ignoring underlying mental health issues. Other scholars have cautioned that comparing the symptoms of problematic gaming with problematic gambling is flawed, and that such comparisons may introduce research artifacts and artificially inflate prevalence estimates. For instance, Richard Wood has observed that behaviors which are problematic in regards to gambling may not be as problematic when put into the context of other behaviors that are rewarding such as gaming. Similarly, Barnett and Coulson have cautioned that discussions of problematic gaming have moved forward prematurely without proper understanding of the symptoms, proper assessment and consequences. Rather than video gaming disorder being a subtype of gambling disorder, a majority of researchers support the idea of video game addiction being a part of a more comprehensive framework of impulse control disorders with "pathological technology use" with similar characteristics, including the pathological use of video games, internet, computers and other interactive medias. Although internet and video game addictions are generally considered different from gambling disorder and substance abuse, there is a growing body of evidence indicating they share common features, including behavioral and neural features. Indeed, it is suggested that while behavioral addiction may differ with drug addictions in magnitude, they share several characteristics, with Hellman et al proposing that the concept of addiction should be de-medicalized. On the contrary, a literature review found that as the video game addiction develops, online gaming addicts spend increasing amounts of time not only playing but also preparing for and organizing their playing sessions, suggesting this addiction may be behavioral rather than a disorder of impulse control. There is recent evidence suggesting that internet gaming disorder can cause two distinct types of dysfunctions: cognitive and metacognitive. Griffiths has suggested that psycho-social dependence may revolve around the intermittent reinforcements in the game and the need to belong. Hagedorn & Young have suggested that social dependence may arise due to video games occurring online where players interact with others and the relationships "often become more important for gamers than real-life relationships". Controversy and alternative viewpoints Common challenges involve the reliability of the methodology and validity of the results in some studies. Many rely on self-surveys from university students and also lack time frames making it difficult to study the impact, if any, of addiction on a long term scale. Other concerns also address the definition of addiction and how to measure it, questioning whether or not time is a proper unit to determine how addicted someone is to gaming. Daria Joanna Kuss and Mark D. Griffiths have argued the current scientific knowledge on internet gaming addiction is copious in scope and complexity. They state that instead, a simple framework should be provided to allow all current and future studies to be categorised, as internet gaming addiction lies on a continuum beginning with etiology and risk factors all the way through the development of "full-blown" addiction and ending with ramifications and potential treatment. In addition, they caution the deployment of the label "addiction" since it heavily denotes the use of substances or engagement in certain behaviors. Finally, the researcher promotes other researchers to assess the validity and reliability of existing measures instead of developing additional measurement instruments ------------------------------ Date: Wed, 9 Sep 2020 07:56:46 -0400 From: "Stop Chasing Odds" Subject: A 7 Time Lotto Winner Stepped Up to Share His Secrets With YOU A 7 Time Lotto Winner Stepped Up to Share His Secrets With YOU http://theobseasion.buzz/KvKtpa7FHP7rHIe7GYIw6oKUK8TkqCz9wEuakzRcO6er7_0Z http://theobseasion.buzz/9ubJVQBIQ4FZZrqd3oJX86M1ooUP9GKoBsVkI-Vx90l_Xx-_ Digital media pose several challenges to the current copyright and intellectual property laws. The ease of creating, modifying and sharing digital media makes copyright enforcement a challenge, and copyright laws are widely seen as outdated. For example, under current copyright law, common Internet memes are probably illegal to share in many countries. Legal rights are at least unclear for many common Internet activities, such as posting a picture that belongs to someone else to a social media account, covering a popular song on a YouTube video, or writing fanfiction. Over the last decade the concept of fair use has been applied to many online medias. Copyright challenges have gotten to all parts of digital media. Even as a personal content creator on YouTube, they must be careful and follow the guidelines set by copyright and IP laws. As YouTube creators very easily get demonetized for their content. Oftentimes we see digital creators loose monetization in their content, get their contend deleted, or get criticized for their content. Most times this has to do with accidnelty using a copyrighted audio track or background scenes that are copyright by another company. To resolve some of these issues, content creators can voluntarily adopt open or copyleft licenses, giving up some of their legal rights, or they can release their work to the public domain. Among the most common open licenses are Creative Commons licenses and the GNU Free Documentation License, both of which are in use on Wikipedia. Open licenses are part of a broader open content movement that pushes for the reduction or removal of copyright restrictions from software, data and other digital media. To facilitate the collection and consumption of such licensing information and availability status, tools have been developed like the Creative Commons Search engine (mostly for images on the web) and Unpaywall (for scholarly communication). Additional software has been developed in order to restrict access to digital media. digital rights management (DRM) is used to lock material and allows users to use that media for specific cases. For example, DRM allows a movie producer to rent a movie at a lower price than selling the movie, restricting the movie rental license length, rather than only selling the movie at full price. Additionally, DRM can prevent unauthorized sharing or modification of media. Digital Media is numerical, networked and interactive system of links and databases that allows us to navigate from one bit of content or webpage to another. One form of digital media that is becoming a phenomenon is in the form of an online magazine or digital magazine. What exactly is a digital magazine? Due to the economic importance of digital magazines, the Audit Bureau of Circulations integrated the definition of this medium in its latest report (March 2011): a digital magazine involves the distribution of a magazine content by electronic means; it may be a replica. This is an outdated definition of what a digital magazine is. A digital magazine should not be, in fact, a replica of the print magazine in PDF, as was common practice in recent years. It should, rather, be a magazine that is, in essence, interactive and created from scratch to a digital platform (Internet, mobile phones, private networks, iPad or other device). The barriers for digital magazine distribution are thus decreasing. At the same time digitizing platforms are broadening the scope of where digital magazines can be published, such as within websites and on smartphones. With the improvements of tablets and digital magazines are becoming visually enticing and readable magazines with it graphic arts ------------------------------ Date: Wed, 9 Sep 2020 07:41:52 -0400 From: "Advanced Woodworking" Subject: Grab 16,000 woodworking plans here (Open Now) This email must be viewed in HTML mode. ------------------------------ Date: Wed, 9 Sep 2020 04:46:53 -0400 From: "**Seeking Arrangement**" <**SeekingArrangement**@wipodues.buzz> Subject: Are you Sugar Daddy Material Are you Sugar Daddy Material http://wipodues.buzz/Q7OrwQTzUxQ5hDaeN_N17ysZh71bKakgDGzqf-dSjLVfges http://wipodues.buzz/0NVT-v4ZvHSGo8IY7gd6CKT9Gegyybe7biWZNBdP0U8HF6Q the volume of the ventral striatum, possibly as result of changes in rewards, and video game addicts had faulty inhibitory control and reward mechanisms. Video game playing is associated with dopamine release similar in magnitude to that of drug abuse, and the presentation of gaming pictures activates brain regions similarly to drug pictures for drug addicts. Treatment studies which used fMRI to monitor the brain connectivity changes found a decrease in the activity of the regions associated with cravings. Although there are evidences that video game addiction may be supported by similar neural mechanisms underlying drug abuse, as video game and internet addictions reduce the sensitivity of the dopaminergic reward system, it is still premature to conclude that this addiction is equivalent to substance addictions, as the research is in its early stages. There is evidence of a dual processing model of digital technology addictions characterized by an imbalance between the reactive and the reflective reward systems. Other studies shown increased difficulties in decision making in specific contexts, such as risky situations but not in ambiguous situations, and an increased preference for short-term rewards. Although the number of neuroimaging studies on internet gaming disorder is rising, there are several methodological shortcomings, particularly in the inconsistency of psychometric assessments. Furthermore, the conclusions on reduced inhibition should be moderated, as only one study included a functional control, which then showed no difference in inhibition. A meta-analytic review of the research concluded the evidence suggests video game addiction arises out of other mental health problems, rather than causing them. Thus it is unclear whether video game addiction should be considered a unique diagnosis. Management As concern over video game addiction grows, the use of psychopharmacology, psychotherapy, twelve-step programs, and use of continuing developing treatment enhancements have been proposed to treat this disorder. Empirical studies indeed indicate that internet gaming disorder is associated with detrimental health-related outcomes. However, the clinical trials of potential treatments remain of low quality, except for cognitive-behavioral therapies, which shows efficacy to reduce gaming disorder and depressive symptoms but not total time spent. Although there is a scientific consensus that cognitive-behavioral therapy is preferable to pharmacological treatment, it remains difficult to make definitive statements about its benefits and efficiency due to methodological inconsistencies and lack of follow-up. Since efficacious treatments have not been well established, prevention of video gaming disorder is crucial. Some evidence suggest that up to 50% of people affected by the internet gaming disorder may recover naturally. Some countries, such as South Korea, China, the Netherlands, Canada, and the United States, have responded to the perceived threat of video game addiction by opening treatment centres ------------------------------ Date: Wed, 9 Sep 2020 06:47:16 -0400 From: "Fidelity Life" Subject: $500k in life insurance starting as low as $1/day $500k in life insurance starting as low as $1/day http://byeinsect.buzz/UNiXIAgyVJAfRuGFSBxjCTC-7d1yaXLmxgNsAVmpdF3_Sew http://byeinsect.buzz/tEQWOk2otZ0jafz8eYnNhnGgpUndJG-D3bVvgeAGqgEOwPM Press reports have noted that some Finnish Defence Forces' conscripts were not mature enough to meet the demands of military life and were required to interrupt or postpone military service for a year. One reported source of the lack of needed social skills is overuse of computer games or the internet. Forbes termed this overuse "Web fixations" and stated they were responsible for 13 such interruptions or deferrals over the five years from 2000 to 2005. In an April 2008 article, The Daily Telegraph reported that surveys of 391 players of Asheron's Call showed that three percent of respondents suffered from agitation when they were unable to play, or missed sleep or meals to play. The article reports that University of Bolton lead researcher John Charlton said, "Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming." On 6 March 2009, the Canadian Broadcasting Corporation's (CBC) national news magazine program the fifth estate aired an hour-long report on video game addiction and the Brandon Crisp story, titled "Top Gun", subtitled "When a video gaming obsession turns to addiction and tragedy." In August 2010, Wired reported that a man in Hawaii, Craig Smallwood, sued the gaming company NCSoft for negligence and for not specifying that their game, Lineage II, was so addictive. He alleged he would not have begun playing if he was aware he would become addicted. Smallwood says he has played Lineage for 20,000 hours between 2004 and 2009. In 2013, a man from China observed his son's addiction to video games, and having studied these conditions for 25 years, decided to take action. He hired online assassins to kill his son's virtual avatar every time he logged in. He hoped that being relentlessly killed would help his son lose interest in this destructive habit. Inclusion in the ICD-11 In the draft versions leading to the final ICD-11 document, gaming disorder was included alongside gambling disorder under "Disorders Due to Addictive Behaviors". The addition defines as "a pattern of persistent or recurrent gaming behaviour ('digital gaming' or 'video-gaming')", defined by three criteria: the lack of control over playing video games, priority given to video games over other interests, and the inability to stop playing video games even after being affected by negative consequences. For gaming disorder to be diagnosed, the behavior pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months. Research shows gaming disorders can be associated with anxiety, depression, loneliness, obesity, sleeping disorders, attention problems, and stress. Vladimir Poznyak, the coordinator for the WHO Department of Mental Health and Substance Abuse, defended the addition of gaming disorder, believing the backlash against the addition to be a moral panic as they chose a very narrow definition that encompasses only the most extreme cases of gaming disorder. He said evaluating a disorder for inclusion is nominally done without any external feedback "to avoid interference from commercial and other entities which may have vested interest in the outcome of the process". Dr. Poznyak asserted that several medical professionals consulting on the ICD-11 did believe gaming disorder to be real, and by including it in the ICD-11, there can now be earnest efforts to define its causes and symptoms betters and methods to deal with it, and now include the video game industry within the conversation to help reduce the effects of video games on public health. The addition of "gaming disorder" to the ICD-11 was criticized by gamers and the video game industry, while some researchers remained skeptical. Some of these researchers said the evidence remains weak and "there is a genuine risk of abuse of diagnoses." A group of 26 scholars wrote an open letter to the WHO, suggesting that the proposed diagnostic categories lacked scientific merit and were likely to do more harm than good. In counter-argument, a group of fifty academic researchers in behavioral science agreed that the evidence to support gaming disorder was weak, but it would be best that WHO ------------------------------ Date: Wed, 9 Sep 2020 04:29:22 -0400 From: "Cat Spraying No More" Subject: The problem of your beloved pets is solved! The problem of your beloved pets is solved! http://coppersocks.buzz/eOhzMDs0mjNS0gx2kUdmX3XRxeoODMvFRDd_KY4P9iuvJ5c http://coppersocks.buzz/MSBa59FhGdCStcfL-jvRYG_q9j5EEQyWP6sGgMeHUXoRtI7V effective adjunct treatment for drug addiction, and for psychostimulant addiction in particular. Consistent aerobic exercise magnitude-dependently (i.e., by duration and intensity) reduces drug addiction risk, which appears to occur through the reversal of drug induced addiction-related neuroplasticity. One review noted that exercise may prevent the development of drug addiction by altering ?FosB or c-Fos immunoreactivity in the striatum or other parts of the reward system. Aerobic exercise decreases drug self-administration, reduces the likelihood of relapse, and induces opposite effects on striatal dopamine receptor D2 (DRD2) signaling (increased DRD2 density) to those induced by addictions to several drug classes (decreased DRD2 density). Consequently, consistent aerobic exercise may lead to better treatment outcomes when used as an adjunct treatment for drug addiction. Medication Alcohol addiction Further information: Alcoholism Alcohol, like opioids, can induce a severe state of physical dependence and produce withdrawal symptoms such as delirium tremens. Because of this, treatment for alcohol addiction usually involves a combined approach dealing with dependence and addiction simultaneously. Benzodiazepines have the largest and the best evidence base in the treatment of alcohol withdrawal and are considered the gold standard of alcohol detoxification. Pharmacological treatments for alcohol addiction include drugs like naltrexone (opioid antagonist), disulfiram, acamprosate, and topiramate. Rather than substituting for alcohol, these drugs are intended to affect the desire to drink, either by directly reducing cravings as with acamprosate and topiramate, or by producing unpleasant effects when alcohol is consumed, as with disulfiram. These drugs can be effective if treatment is maintained, but compliance can be an issue as alcoholic patients often forget to take their medication, or discontinue use because of excessive side effects. According to a Cochrane Collaboration review, the opioid antagonist naltrexone has been shown to be an effective treatment for alcoholism, with the effects lasting three to twelve months after the end of treatment. Behavioral addictions This section is transcluded from Behavioral addiction. (edit | history) Behavioral addiction is a treatable condition. Treatment options include psychotherapy and psychopharmacotherapy (i.e., medications) or a combination of both. Cognitive behavioral therapy (CBT) is the most common form of psychotherapy used in treating behavioral addictions; it focuses on identifying patterns that trigger compulsive behavior and making lifestyle changes to promote healthier behaviors. Because cognitive behavioral therapy is considered a short term therapy, the number of sessions for treatment normally ranges from five to twenty. During the session, therapists will lead patients through the topics of identifying the issue, becoming aware of one's thoughts surround the issue, identifying any negative or false thinking, and reshaping said negative and false thinking. While CBT does not cure behavioral addiction, it does help with coping with the condition in a healthy way. Currently, there are no medications approved for treatment of behavioral addictions in general, but some medications used for treatment of drug addiction may also be beneficial with specific behavioral addictions. Any unrelated psychiatric disorders should be kept under control, and differentiated from the contributing factors that cause the addiction. ------------------------------ Date: Wed, 9 Sep 2020 07:27:39 -0400 From: "AsianWomenDating Team" Subject: Even More Dream Thai Girls... Even More Dream Thai Girls... http://prayday.buzz/CxmLF-3JScShEZkTqk9rIdIe8n8YdxroWQZCF6OPLBQpYqJX http://prayday.buzz/MDFOD1eHc1JH5heW0Zjtl3t0Y8Z2-AE8K16XoMZ6MYdt1hcO Court Order: A court may declare a minor to be emancipated when deciding a relevant case or following a petition of emancipation. Not all jurisdictions that support emancipation allow a direct petition to the courts, for example in Canada only Quebec does. Even in those jurisdictions that do, the court may not allow a minor to file on their own behalf (as they are not yet emancipated), nor may they directly instruct a lawyer to act on their behalf. Instead they petition through an adult next friend. Courts decide in the minor's best interest: between parental control, care through child services (including fostering or adoption), and emancipation. Partial: A minor may be considered emancipated for some reasons and not others. A grant of partial emancipation may, for example, be given to homeless youths to allow them to consent to state housing programs. Marriage, incarceration, living apart, pregnancy and parenthood may automatically confer some of the rights of emancipation, particularly health consent and privacy in US states. Although allowed for in common law, some of these methods could be almost impossible to use in practice in a particular jurisdiction, especially if it has no relevant statute or case law. United States In general, minors are under the control of their parents or legal guardians until they attain the age of majority or are otherwise legally emancipated, at which point they legally become adults. In most states, the age of majority is upon reaching 18 years of age. The exceptions are Alabama and Nebraska, where the age of majority is 19, and Mississippi and Puerto Rico, where it is 21. Depending on state laws, minors may be able to obtain medical treatment, marry or other rights (such as driving, voting, etc.) before reaching the age of majority, without parental consent. In special circumstances, minors can be freed from control by their guardian (ie., emancipated) before they reach the age of majority. In some states, marriage automatically emancipates a minor. In some states, membership of the armed forces may also automatically emancipates a minor, for example, in California and Vermont. In most states, other forms of emancipation requires a court order, and some states set a minimum age at which such emancipation can be granted. In general, an emancipated minor does not require parental consent (for example, to enter into contracts, get married, join the armed forces, receive medical treatment, apply for a passport, obtaining finance, etc). Parental duties Parents have a number of legal duties while bringing up their biological or adopted child (e.g., a fiduciary duty to act in the best interest of the child). Failure to meet these requirements can result in the state taking civil and/or criminal action against the child's parent(s). When the "parent" is not the biological or adoptive parent of the child, such as a stepchild or an informal adoption (not adopted by court order), the matter is more complex; various legal doctrines, as well as statutes in many states, may impose various support obligations on step-parents. Emancipation terminates these parental obligations and duties of support. ------------------------------ Date: Wed, 9 Sep 2020 08:22:49 -0400 From: "Bulletproof Your Immunity" Subject: The New 'Miracle' Medicine That's Sweeping The USA The New 'Miracle' Medicine That's Sweeping The USA http://prayday.buzz/0CPxYLuPZImJOuohQuZ9svsyqn6Tj5KpCTkgWYcrn8b_v_k http://prayday.buzz/VWqNbBOMwoIYIEohHBNBdZ37g4T8Oh3kKGfn9jlhIuI6dFw In a large consumer-driven society, electronic media (such as television) and print media (such as newspapers) are important for distributing advertisement media. More technologically advanced societies have access to goods and services through newer media than less technologically advanced societies. In addition to this "advertising" role, media is nowadays a tool to share knowledge all around the world. Analysing the evolution of medium within the society, Popkin assesses the important role of media, by building connection between politics, culture and economic life and the society: for instance periodical newspaper has been an opportunity to first advertise and second to be up-to-date with current foreign affairs or the nation economic situation. In the meantime, Willinsky was promoting the role of modern technology as a way to come across cultural, gender, national barriers. He saw in internet an opportunity to establish a fair and equal system of knowledge: as internet may be accessible to anyone, any published information may be read and consulted by anyone. Therefore, internet is a sustainable solution to overcome the "gap" between developed and developing countries as both will get a chance to learn from each other. Canagarajah is addressing the issue of unbalanced relations between the North and South countries, asserting that Western countries tend to impose their own ideas on developing countries. Therefore, internet is way to re-establish balance, by for instance enhance publication of newspaper, academic journal from developing countries. Christen is the one who created a system that provide access to knowledge and protect people's customs and culture. Indeed, in some traditional societies, some genders cannot have access to a certain type of knowledge therefore respecting these customs limit the scope of dissemination but still allow the diffusion of knowledge. Within this process of dissemination, media would play a role of "intermediaries", that is say translation an academic research int! o a jour nalistic format, accessible by lay audience ( Levin). Consequently, media is a modern form of communication aiming at spreading knowledge within the whole world, regardless any form of discrimination. Media, through media and communications psychology, has helped to connect diverse people from far and near geographical location. It has also helped in the aspect of on-line or Internet businesses and other activities that have an on-line version. All media intended to affect human behavior is initiated through communication and the intended behavior is couched in psychology. Therefore, understanding media and communications psychology is fundamental in understanding the social and individual effects of media. The expanding field of media and communications psychology combines these established disciplines in a new way. Timing change based on innovation and efficiency may not have a direct correlation with technology. The information revolution is based on modern advancements. During the 19th century, the information "boom" rapidly advanced because of postal systems, increase in newspaper accessibility, as well as schools "modernizing". These advancements were made due to the increase of people becoming literate and educated.[citation needed] The methodology of communication although has changed and dispersed in numerous directions based on the source of its sociocultural impact. Biases in the media that affects religious or ethnic minorities takes the form of racism in the media and religious bias in the media. ------------------------------ End of alt.music.moxy-fruvous digest V14 #4934 **********************************************