Depression, anxiety, and fatigue are an essential part of a process of metamorphosis that is unfolding on the planet today, and highly significant for the light they shed on the transition from an old world to a new.
When a growing fatigue or depression becomes serious, and we get a diagnosis of Epstein-Barr or Chronic Fatigue Syndrome or hypothyroid or low serotonin, we typically feel relief and alarm. Alarm: something is wrong with me. Relief: at least I know I’m not imagining things; now that I have a diagnosis, I can be cured, and life can go back to normal. But of course, a cure for these conditions is elusive. Read More…
this is brilliant! A new model of addiction overturns the antiquated notion of abstinence and prohibition which clearly haven’t worked. The new model understands the root causes of substance abuse to be trauma. Healing the trauma heals addiction and it works!
Read more here: http://ecosalon.com/a-new-model-for-addiction-at-home-in-the-dark/
This is a powerful video on how MDM-A can help so many people with trauma. MDM-A is like the key that opens up PTSD sufferers who are treatment resistant. Then the psychotherapy can take hold. One day and I hope it’s within a few years, people who suffer trauma will have the option of a short course of MDM-A and therapy rather than have to endure a lifetime of addiction and suffering.
A great article from CGMagazine about whether violent video games encourage suicide ideation. I am quoted extensively in the piece.
According to the Canadian Mental Health Association, suicide is the second leading cause of death amongst young people in Canada; the statistic is the same over in the United States. While there are a multitude of factors that can contribute to suicide, an American study released in January found that action category videogames can play a significant role in suicide ideation and attempt. The study, published in the journal Cyberpsychology, Behavior and Social Networking, found that individuals who played extensive hours of action games (which the researchers define as first-person shooter, fighting, sports, horror and crime/war-themed games) evidenced the highest Acquired Capability for Suicide, or A.C.S. This is defined in the study as traits (for example, a lowered fear of death and higher tolerance for both physical and emotional pain) that can both physically and mentally prepare one to make a lethal or non-lethal suicide attempt.