We all know this world is full of violence, and it appears
to be getting worse. But many are searching in the wrong places for a solution.
An oft-repeated catch phrase is: It's the guns!
Is it the guns, or is it something else? I say it's
something else, and that something else is called subliminal persuasion:
Subliminal means an advertisement, book, or program contains embedded messages
that go straight to the subconscious mind. It's a fact that's been studied and
tested by experts in the field of mental health. Know this: The human mind
absorbs thoughts and images, which go directly to the subconscious, and the
more of these we see, the more we're apt to react as though they were our own
thoughts and ideas. Constant repetition does it. But most people don't realize
this is happening.
Guns don't pick themselves up and shoot people. There have
always been guns; but there haven't always been violent video games, VR with
subliminal images embedded, movies, some music, TV programs, and bloody images
on book covers, magazines, newspapers, and the Internet. Our country has become
a culture of violence everywhere we turn . . . and some people thrive on this
type of brainwashing. I'm not saying everyone is affected by these thoughts and
images, but for some with mental disorders (including undiagnosed illness), or someone on mind-altering drugs, they can be
a time bomb waiting to go off, and the player becomes an actor on the stage.
And when that time comes, their chosen weapon is often a gun. But the gun alone
doesn't do the deed.
Guns in the hands of
unstable or angry people are dangerous, absolutely. I dislike guns, though they
have their place in society—hunters, police officers, soldiers use them. But
makers of violent media that's fed into people’s minds day in, day out rake in
billions from the sales of their supposedly innocent games and other violent
products.
Subliminal persuasion is a fact—advertisers know this and
use it to sell their products. Virtual Reality games are especially bad, as
they allow the player to enter the scene and become an active part of the
story. A player doesn't know he's actually creating something with his mind by
participating. "It's only a game!" he says.
Namaste!